<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darkond2100</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darkond2100"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Darkond2100"/>
	<updated>2026-04-05T16:44:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Aesomatica_16x16.png&amp;diff=129942</id>
		<title>File talk:Aesomatica 16x16.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Aesomatica_16x16.png&amp;diff=129942"/>
		<updated>2010-10-21T06:25:55Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I love this this tileset. It makes so much SENSE :D&lt;br /&gt;
--[[User:Darkond2100|Darkond2100]] 06:25, 21 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=64742</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=64742"/>
		<updated>2010-03-07T03:53:49Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: /* How I got tweak to work with 40d16 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ++! I'd dearly love a 2.0 version; various vexing vagaries prohibit me from installing 3.5. Has there been any news since April? [[User:Spirilus|Spirilus]] 16:46, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 2008 (EDT)&lt;br /&gt;
::What .NET 3.5 features do you use? Note that VB9/C#3 language features can still be used even if you target an earlier framework. [[User:Random832|Random832]] 18:17, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Dont forget the linux users. They can only use .Net 2.0 inside wine... [[Special:Contributions/95.33.65.20|95.33.65.20]]&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yea...&lt;br /&gt;
::Didn't work for me. whenever I select one I get something like this &amp;quot;are you sure you want to select process 2828?&amp;quot; then when I click yes, &amp;quot;could not find the following hash 59ab29201aca9f3c66b1ab102fb3ceea&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthoclase, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&amp;lt;br&amp;gt;&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shurhaian|Shurhaian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:That's some highly unusual behavior, and I would recommend a through virus and adware scan using atleast two versions of each.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Viruses, [http://housecall.trendmicro.com/ Trend Micro] has a good online scanner, and [http://free.grisoft.com/ AVG] is a good offline scanner.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Adware, [http://www.safer-networking.org/en/spybotsd/index.html Spybot S&amp;amp;D] is just about as good as it gets, and [http://www.microsoft.com/athome/security/spyware/software/default.mspx Microsoft] has a semi-decent one as well.&amp;lt;br&amp;gt;&lt;br /&gt;
:All of these are free. Hope this helps! If not, *could be* some core OS files have been damaged somehow, and *may* require a re-install. --[[User:N9103|Edward]] 21:40, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Another on the 3.5 bug list ==&lt;br /&gt;
&lt;br /&gt;
Allright; I have .net Framework 3.5 installed and its giving me the same error a guy midway up had;&lt;br /&gt;
the.......... IO.notfound thing&lt;br /&gt;
&lt;br /&gt;
Okay scratch that i unzipped tweak again and its running fine.&lt;br /&gt;
it seems tweak doesnt like XP.&lt;br /&gt;
&lt;br /&gt;
Your program has good tastes sir.&lt;br /&gt;
&lt;br /&gt;
== Problem not otherwise found on here. ==&lt;br /&gt;
When trying to select a process, I get this error. Net framework 3.5 is installed. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---&amp;gt; System.InvalidOperationException: This implementation is not part of the Windows Platform FIPS validated cryptographic algorithms.&lt;br /&gt;
   at System.Security.Cryptography.MD5CryptoServiceProvider..ctor()&lt;br /&gt;
   --- End of inner exception stack trace ---&lt;br /&gt;
   at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct&amp;amp; signature, IntPtr declaringType)&lt;br /&gt;
   at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)&lt;br /&gt;
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)&lt;br /&gt;
   at System.Security.Cryptography.CryptoConfig.CreateFromName(String name, Object[] args)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create(String algName)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.GameVersionLoader.GetProcessHash(Process process)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onSelectProcess(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:What version of windows are you running? &amp;amp;mdash;[[User:Rick|Rick]] 20:47, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET 3.5 errors: Tweak not Vista compatiale? ==&lt;br /&gt;
&lt;br /&gt;
I have installed .NET 3.5 and tried to run Tweak on my computer. However, It instantly crashes. Is there anything else I should have installed? I am running windows Vista.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
:Can you please paste the exact error, I cannot help with problems without knowing specifics. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Have the exact same problem, the error is the default vista error. i think this only happens with the newest version of tweak, as i used to beable to run it (though the tile editor never ran for me) &amp;amp;mdash;[[User:Corhen|Corhen]] 8:55, 15 July 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
See the end of this message for details on invoking &lt;br /&gt;
just-in-time (JIT) debugging instead of this dialog box.&lt;br /&gt;
&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Dwarf Fortress\tweak\configuration.xml' is denied.&lt;br /&gt;
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)&lt;br /&gt;
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)&lt;br /&gt;
   at System.IO.FileStream..ctor(String path, FileMode mode)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.LoadConfiguration()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onLoad(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Form.OnLoad(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Form.OnCreateControl()&lt;br /&gt;
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)&lt;br /&gt;
   at System.Windows.Forms.Control.CreateControl()&lt;br /&gt;
   at System.Windows.Forms.Control.WmShowWindow(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ContainerControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Form.WmShowWindow(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Form.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
************** Loaded Assemblies **************&lt;br /&gt;
mscorlib&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tweak&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Windows.Forms&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Drawing&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Utilities&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/Gibbed.DwarfFortress.Utilities.DLL&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.AdjustStart&lt;br /&gt;
    Assembly Version: 1.3.1.0&lt;br /&gt;
    Win32 Version: 1.3.1.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.AdjustStart.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.EnableMagmaBuildings&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.EnableMagmaBuildings.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Heal&lt;br /&gt;
    Assembly Version: 1.3.4.0&lt;br /&gt;
    Win32 Version: 1.3.4.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Heal.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Resume&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Resume.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Reveal&lt;br /&gt;
    Assembly Version: 1.3.2.0&lt;br /&gt;
    Win32 Version: 1.3.2.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Reveal.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.TileEdit&lt;br /&gt;
    Assembly Version: 1.3.0.1&lt;br /&gt;
    Win32 Version: 1.3.1.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.TileEdit.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Warp&lt;br /&gt;
    Assembly Version: 1.3.3.0&lt;br /&gt;
    Win32 Version: 1.3.3.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Warp.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Xml&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Configuration&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
ymqtd5tk&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
qqzwqkvp&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
************** JIT Debugging **************&lt;br /&gt;
To enable just-in-time (JIT) debugging, the .config file for this&lt;br /&gt;
application or computer (machine.config) must have the&lt;br /&gt;
jitDebugging value set in the system.windows.forms section.&lt;br /&gt;
The application must also be compiled with debugging&lt;br /&gt;
enabled.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;configuration&amp;gt;&lt;br /&gt;
    &amp;lt;system.windows.forms jitDebugging=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/configuration&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When JIT debugging is enabled, any unhandled exception&lt;br /&gt;
will be sent to the JIT debugger registered on the computer&lt;br /&gt;
rather than be handled by this dialog box.&amp;lt;/pre&amp;gt;Okay. I got an error message for you to look at. What's wrong?--[[User:Toad|Toad]] 13:37, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Start Error==&lt;br /&gt;
Opening Tweak, the program crashes. There's no error message per se, it just doesn't open and give the default windows error message, and asks me if I want to send a report. Help?&lt;br /&gt;
&lt;br /&gt;
:you need to install separately .NET 1.1 as well as .NET 2.0, .NET 3.5 does not install these previous versions....&lt;br /&gt;
&lt;br /&gt;
Even with all versions of .NET that exist already installed, Tweak crashed on startup. I am using an up-to-date version of WinXP SP3. I hope that it causes no problems that I unfortunately have a German language version of XP. Proof of installed .NET versions: http://members.arstechnica.com/x/dio82/software.png&lt;br /&gt;
&lt;br /&gt;
Error message:&lt;br /&gt;
&lt;br /&gt;
EventType : clr20r3     P1 : gibbed.dwarffortress.tweak.exe     P2 : 1.2.0.0&lt;br /&gt;
P3 : 47f19dc1     P4 : mscorlib     P5 : 2.0.0.0     P6 : 471ebc5b     P7 : 3404&lt;br /&gt;
P8 : 119     P9 : system.io.directorynotfound   &lt;br /&gt;
&lt;br /&gt;
Many thanks to potential fixes -[[User:Dio82|Dio82]] 08:36, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd just like to note that I also have all three .NET versions downloaded and installed, and I still get the general Windows Vista error message (Tweak has stopped working, windows is searching for a solution... A program caused the program to stop working, windows will close the program). I've tried starting up Tweak before loading DF, during the DF title screen, and while playing a current fortress. I didn't, however, get the detailed error message described above. --[[User:Untelligent|Untelligent]] 21:57, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The above error message is part of the report that XP/Vista wants to send to Microsoft. Just click on details of the report when Vista prompts you about sending that report. --[[User:Dio82|Dio82]] 06:05, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It didn't prompt me for sending a report. --[[User:Untelligent|Untelligent]] 16:17, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This error is basically saying you did not extract Tweak correctly, the Tweak zip file contains several directories that Tweak needs to function correctly. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reveal and Profile Edit Issue==&lt;br /&gt;
&lt;br /&gt;
I've downloaded your program and managed to get a few features working, such as the one that allows you to change your starting dwarf number and points. The two modules I wanted to use most, however, Reveal and Profile Edit, don't seem to want to work at all, and as far as I can tell, I'm not getting a program error so much as... I don't know, a failure to recognize something. I'm not a programmer, you'll notice.&lt;br /&gt;
&lt;br /&gt;
When attempting to use Reveal at the regional map, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/RevealProblem.jpg this].&lt;br /&gt;
&lt;br /&gt;
When attempting to use the Profile Editor at the &amp;quot;preparing carefully&amp;quot; screen, as it says, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem.jpg this], and if I click the OK button it says [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem2.jpg this].&lt;br /&gt;
&lt;br /&gt;
Apologies for the largish screenshots. Any idea what might help? --[[User:Anfini|Anfini]] 15:57, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The Reveal tool is only used while already embarked.  Find a place to start your fortress, embark, and then run Reveal. And, keep in mind if you want to reveal all of the map you have to designate the bottom layer for digging completely then undesignated it BEFORE you run reveal--this will make DF load up the map for Reveal to find. As for the other errors, I'm not sure what is going on. Sorry.  --[[User:Corc|Corc]] 18:36, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for the help with Reveal, that worked perfectly. I suppose I misunderstood the module. The Profile dealie is the one I ''really'' want to use, though! If anyone has insight on how to work it, I would be grateful. Thanks! --[[User:Anfini|Anfini]] 19:24, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tile Edit Tile ID List ==&lt;br /&gt;
&lt;br /&gt;
Further explorations with Tweak leave me convinced we're missing another memory location that holds each block's type. Sandy clay Wall in one area doesn't match up with the data I gathered for my table of IDs, and there isn't enough data to be customized in Tile Edit to account for all the possibilities of ores and gems. Unfortunately I'm not knowledgable enough, nor am I patient enough, to find this memory location. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 19:37, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tile composition and gem type are special cases that are not held in tile data, and they have not been completely understood. &amp;amp;mdash;[[User:Rick|Rick]] 19:58, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Actually Gems and ore are understood.  They are considered Events (from the memory hack page terms) and are flagged by a bitmap.  The code sample I posted above, to add in finding only deposits of ore to Reveal, uses another 16x16 array to specify quickly that an event is taking place in that tile--then checks the bitmaps for what kind of ore (gem/ore/whatever) goes there.  The events use the global tile ids which it gets from the raw files (and is in the order read in from those raw files).  Using events you can add any type of deposit to the tile area (add sand to obsidian).  When I was looking into the TileIDs I came to the conclusion that the IDs are in a pattern and the type of rock/soil is dependent on the biome set for that tile.  IDs X -&amp;gt; Y for example will always be smooth walls, just of main biome material.  What designates the Biome is probably another one of the 16x16 blocks of data--I just got on a side track and never figured out which one for sure.  To test/confirm this, try finding a value that changes a stone type to a soil type then give that same soil TileID to a different kind of stone on another layer--it should turn into a soil type as well, but most likely not the same kind as before.  Doing that on the first 2 layers of the map will make it easier since it usually has both rock and soil from the same biome.   I started documenting this on my user page.  --[[User:Corc|Corc]] 20:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure why you wrote that blurb instead of linking to my page on it. I know the gem stuff is known, I should have been more clear, I meant the composition/type regional layer muckery. &amp;amp;mdash;[[User:Rick|Rick]] 20:51, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Sorry 'bout that. Which page are you talking about? There are so many, that when I was looking for info I really didn't know where to look for valid info.  I wrote the blurb because he was talking about gems and ore specifically, and I guess I misunderstood your response. --[[User:Corc|Corc]] 21:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: [[User:Rick/Memory_research#Mineral_Event]] &amp;amp;mdash;[[User:Rick|Rick]] 22:01, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: OK, great, I wasn't sure if there was a newer one made. Now Valarnin has a link and a short explanation to go with it.  So now he may be inspired to continue having fun digging in the memory :) --[[User:Corc|Corc]] 00:38, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I'm not sure I understand exactly what's going on there. Is the vector a pointer to the mineral event's location? It would be so much easier if this was mapped out in Tile Edit. Speaking of Tile Edit, is the source available? I may be able to modify it to show the extra info. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 13:37, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Okay, I built Corc's modification to Reveal and learned a bit from that, but I have no example of a GUI and I'm a C++ programmer, not a C# programmer. I need an example of a GUI. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 14:11, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I was trying to do something similar myself. Just in case you didn't see it, here is a link to Rick's Dev discussion ([[User_Talk:Rick/Tweak/Development]]) which might be a better place to talk about all this.  What I did was just go through the c# gui sample and copy and paste stuff in while reading about what does what. --[[User:Corc|Corc]] 14:26, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Versions ==&lt;br /&gt;
Any Idea when we will have an update for the most recent versions? What is needed? What do us Noobs do to get it to work?--[[User:ERoberts|ERoberts]] 13:58, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm currently busy &amp;quot;in real life&amp;quot; with work so I can't tend to Tweak for the latest version of DF just yet. Aside from minor bugs with Tweak modules (such as the freezing bug with Tile Edit) there is no need for an update other than providing Tweak with data for the version you want to use it with. You can probably find the information needed for Tweak's XML files for the new version on Jifodus's user page. &amp;amp;mdash;[[User:Rick|Rick]] 05:20, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry its been a while since I've done this, do I still just put that info in a memory.ini file?&lt;br /&gt;
&lt;br /&gt;
::: I've got something to do today, but if no one has done it yet, I'll try to get something available later tonight for people. --[[User:Corc|Corc]] 11:42, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: You get the hash for the newest version, open up versions.xml, and add a new line such as this:&lt;br /&gt;
 	&amp;lt;version name=&amp;quot;0.27.176.39c&amp;quot; hash=&amp;quot;8f8cf06b1cd5ea102881a7cced767d4f&amp;quot; /&amp;gt;&lt;br /&gt;
:::: Then, you copy the newest version's folder you have in the versions folder and rename it to the newest version. Finally, you change the data in each xml file to match Jifodus's user page. I've uploaded the newest versions and the versions.xml file for 39b and 39c here:&lt;br /&gt;
 	http://dffd.wimbli.com/file.php?id=309&lt;br /&gt;
:::: However, I couldn't get anything to do with creatures to work. I couldn't seem to find a value to put in for race_vector from Jifodus's page. Corc, if you happen to know, tell me and I'll update the file.&lt;br /&gt;
&lt;br /&gt;
::::: Sorry to drop the ball. I don't think I could do much more than what was done already without spending a lot of time I don't have. Very grateful to whoever set that up (post your sig next time :P) --[[User:Corc|Corc]] 00:32, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: T'was me. I was a bit tired when I posted that. You could have checked the uploader on DFFD too. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 02:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Any chance of getting compatibility with 39e? --[[User:Deekin|Deekin]] 15:44, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Deekin beat me to the punch.  Ditto on the 39e request. :)  --Mozleron 12:46, 1 August 2008 (PDT)&lt;br /&gt;
:: Fix for 39e is here (hash included)EDIT: Only address lookup works: http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39e.core.xml --[[User:Aluminus|Aluminus]] 11:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If someone who knows how has the time, could you please add a section explaining how to get the hash for the new version? That way we can update this to work with new versions faster. [[User:Dangerous Beans|Dangerous Beans]] 01:54, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you're running one instance of the new version of DF, and in Tweak you choose File-&amp;gt;Select Process, it will ask you if you're sure you want to connect to the process (and it will give you the PID).  If you say yes, it will calculate the hash, look it up in versions.xml, find no match, and then show you a message box that includes the hash.  Copy that down, and then you can edit versions.xml.  --[[User:Exponent|Exponent]] 12:19, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Looks like you'll need to manually create a directory in &amp;quot;versions&amp;quot; to keep it from crashing and even then, you'd need to have the correct memory offsets to make it work. --[[User:Aristoi|Aristoi]] 19:31, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===How I got tweak to work with 39f (and 40c)===&lt;br /&gt;
This should work with newer versions, too, as long as jifodus finds new memory locations as quickly as he did this time. It only got Adjust Start, Reveal, and Tile Edit to work, though.&lt;br /&gt;
* Create a new folder tweak/versions/0.28.181.39f&lt;br /&gt;
* Download http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39f.core.xml and save it in the new folder as core.xml&lt;br /&gt;
* Open core.xml and tweak/versions.xml in notepad&lt;br /&gt;
* Add the line ''&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;'' after the other versions in versions.xml; for other versions than 39f, find the hash at the end of the new core.xml&lt;br /&gt;
* In core.xml, delete everything between the last ''&amp;lt;offset name=...'' line and the ''&amp;lt;/memory&amp;gt;'' line.&lt;br /&gt;
* Save and close versions.xml and core.xml.&lt;br /&gt;
* Now start Tweak and use it like normal. Adjust Start, Reveal, and Tile Edit should work fine.&lt;br /&gt;
Of course, it would be nice if someone found all of the Tweak-related memory locations right away, but I'm not willing to be that someone, so I can't be too demanding.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nagromo|Nagromo]] 22:07, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Great work!  I had a bit of a problem with it until I deleted all of these lines fromt he XML:&lt;br /&gt;
:::	&amp;lt; !-- the following is used by 3D Dwarf/Dwarf Visualizer --&amp;gt;&lt;br /&gt;
:::	&amp;lt;pe timestamp_offset=&amp;quot;0x004000F8&amp;quot; timestamp=&amp;quot;0x489D8C7F&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;v0.28.181.39f&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt; !-- add the following line to DwarfFortress.Versions.xml&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; number=&amp;quot;28181396&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;&lt;br /&gt;
:::	-- &amp;gt;&lt;br /&gt;
::--[[User:Aristoi|Aristoi]] 22:33, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I re-worded the directions to try to make it more clear. Also, I just did this for 40c, and it worked fine.&lt;br /&gt;
::--[[User:Nagromo|Nagromo]] 17:12, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Geocities has closed down. That's what yahoo says. So where do I get the core.xml for 40d16?&lt;br /&gt;
::--[[User:Darkond2100|Darkond2100]] 03:53, 7 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How do I get it to work with the new version?==&lt;br /&gt;
How do I get tweak to work with v0.28.181.40a? I am not good with computers.--[[User:Demosthenes|Demosthenes]] 22:59, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Getting it to work with version 40c==&lt;br /&gt;
Nevermind, found the appropriate core.xml&lt;br /&gt;
&lt;br /&gt;
http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.40c.core.xml&lt;br /&gt;
&lt;br /&gt;
for the current ones, check here:&lt;br /&gt;
&lt;br /&gt;
http://www.geocities.com/jifodus/tables/dwarvis/&lt;br /&gt;
&lt;br /&gt;
: [http://www.bay12games.com/forum/index.php?topic=23689.0 Test version of Tweak 1.3.0.0 with .40c support] &amp;amp;mdash;[[User:Rick|Rick]] 20:16, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doesn't seem to work with 40d. ==&lt;br /&gt;
&lt;br /&gt;
After updating tweak to the new version, the modules are still red. I'm assuming this means that they're incompatible. When I enter the log, I get this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     Error: Failed to load C:\etc.\tweak\versions\0.28.181.40d\core.xml: There is an error in XML document (34, 3).  Validation error: The element 'memory' has invalid child element 'pe'. List of possible elements expected: 'address, offset'.&lt;br /&gt;
      Info: Welcome to Dwarf Fortress Tweak!&lt;br /&gt;
   Verbose: Found possible game at process ID 4644.&lt;br /&gt;
   Verbose: Selected game with process ID 4644, hash is 2c686c26307dcccd7c36cc79737ebe4f.&lt;br /&gt;
   Verbose: Game is version 0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
Just a heads up. The core.xml seems to not function correctly.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Never mind. Found a thread to fix my problem.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=24745.0&lt;br /&gt;
&lt;br /&gt;
Everything except the Adjust Profile module works, which is a bit awkward, since that's the only one I really wanted. I'll do some more digging.&lt;br /&gt;
&lt;br /&gt;
: That link fixed it for me, the &amp;quot;updated for .40d&amp;quot; link was crashing out for me in all but Tile Edit, so it may not have been correctly updated - or it might just be Vista64 vagaries --[[User:Soor|Soor]] 15:59, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'm getting the same error message. &amp;lt;b&amp;gt;Error: Failed to load Q:\Software\DFG 18-40d11\tweak\versions\0.28.181.40d\core.xml: There is an error in XML document (34, 3).  Validation error: The element 'memory' has invalid child element 'pe'. List of possible elements expected: 'address, offset'.&amp;lt;/b&amp;gt; I got that both before and after I followed the steps given at that topic. In addition, tweak will always say &amp;quot;no dwarf fortress processes found&amp;quot; when I press select process. [[User:Shukaro|Shukaro]]&lt;br /&gt;
&lt;br /&gt;
== Problem When Selecting Processes ==&lt;br /&gt;
&lt;br /&gt;
Whenever I attempt to select a process, I get this message&lt;br /&gt;
&lt;br /&gt;
Could not a find a version for the following hash: 2c686c26307dcccd7c36cc79737ebe4f&lt;br /&gt;
Look this hash up on the tweak website?&lt;br /&gt;
&lt;br /&gt;
Any help?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Same problem here. D: Only mine is &amp;quot;59ab29021aca9f3c66b1ab102fbeceea&amp;quot;--[[User:Kungasi|Kungasi]] 19:37, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Are you using a non-standard version of DF?  For example, are you using Mayday's DFG?  The hashes for those are not listed in tweak's versions.xml, causing the error you describe.  &lt;br /&gt;
::There is an easy* fix:  find the version of DF that your exe is based off (e.g. my copy of DFG21 is based off 40d), then manually add the hash for your exe to versions.xml for that version of DF. BACKUP YOUR STUFF BEFORE YOU DO THIS, just in case.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;depending on your confidence with editing XML.&lt;br /&gt;
::[[Special:Contributions/12.71.14.197|12.71.14.197]] 13:50, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error 299 ==&lt;br /&gt;
&lt;br /&gt;
When I try to start a module, I've got the following message box :&lt;br /&gt;
&lt;br /&gt;
error 299.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Gibbed.DwarfFortress.Tweak.Win32Exception: error 299&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ProcessMemory.Read(UInt32 address, Byte[]&amp;amp; data, UInt32 size)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ProcessMemory.ReadVector(UInt32 address, Boolean andData)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tools.Heal.Module.Run(ModuleMode mode, IVersion version, IMemory memory, ILogger log, String[] args)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ModulePicker.onActivateModule(Object sender, EventArgs e)&lt;br /&gt;
   à System.Windows.Forms.ListView.OnItemActivate(EventArgs e)&lt;br /&gt;
   à System.Windows.Forms.ListView.WmReflectNotify(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.ListView.WndProc(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm running Vista SP1, DF 0.28.181.40d, Tweak 1.3.0.0, and .NET 3.5 is installed. Any help ?&lt;br /&gt;
&lt;br /&gt;
I'm getting this as well when I try to heal, rather annoying cuz I thought this version was finally fully updated.-Userpay&lt;br /&gt;
&lt;br /&gt;
== Can't use most modules ==&lt;br /&gt;
&lt;br /&gt;
So, I updated tweak to .39e, and I'm having major problems with this software.&lt;br /&gt;
&lt;br /&gt;
It recognizes DF just fine, but when I'm preparing carefully I try to use Adjust Profile and it gives me an error saying &amp;quot;You can only use this when preparing carefully&amp;quot;, even though I am.&lt;br /&gt;
&lt;br /&gt;
So then I designate for mining the entire bottom level of the map, undesignate it, and run reveal, and it says &amp;quot;Map data not available&amp;quot; or something like that.&lt;br /&gt;
&lt;br /&gt;
Then I try to run Tile Edit and it says the same thing.&lt;br /&gt;
&lt;br /&gt;
So then I thought, maybe I need to lookup the addresses each of these modules need, right?&lt;br /&gt;
&lt;br /&gt;
So I run lookup address, and it takes two seconds to find only the addresses needed for &amp;quot;Enable Magma Buildings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Basically, I'm only using this to enable magma buildings after using tile edit on Dtil, because I get errors on every single module on this software.&lt;br /&gt;
&lt;br /&gt;
I'm running the latest version of tweak, it's properly updated, I'm pretty sure I have net runtime 3.5 installed because otherwise I wouldn't get it to run in the first place.&lt;br /&gt;
&lt;br /&gt;
Help!&lt;br /&gt;
&lt;br /&gt;
== Version 40d11? ==&lt;br /&gt;
&lt;br /&gt;
Tweak currently does not work under 40d11, and any attempts by me to get it to work by editing the XML files has failed. With which methods is the for example the version hash generated? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dio82|Dio82]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Considering the relatively rapid releases of the d# series, I wouldn't expect any utility support. I actually don't expect any support for any release not posted on the Official Download page. Among other reasons why, is the high probability that there are a great deal of memory use/address changes related to the OpenGL changes that the d# series uses... possibly even completely breaking the current methods used to find and edit DF's relevant memory locations. (I'm not saying for sure, but it seems pretty likely) --[[User:N9103|Edward]] 22:13, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is a version of reveal.exe for 40d11 on dffd at least. For the rest of the modules there seems to be no alternative --[[User:CptFastbreak|CptFastbreak]] 18:45, 20 May 2009 (UTC)&lt;br /&gt;
::That's the old standalone reveal, not the tweak module.  I had to hexedit it to get it working, and it still has problems under Vista.&amp;lt;br/&amp;gt;To answer the original question, the version hash is an MD5 digest of the entire DF executable.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:57, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== version mismatch, trouble fixing. ==&lt;br /&gt;
&lt;br /&gt;
So, I open tweak and it tells me &amp;quot;Could not find a version for the following hash: 2c686c26307dcccd7c36cc79737ebe4f&amp;quot; . If I choose to look it up, it says something about the site not having it there.&lt;br /&gt;
Thinking it was to do with my version, I went to fix that but encountered a problem: &amp;lt;i&amp;gt;6.  Go to Dwarvis' Page and download the core.xml that matches your version of DF. Save it to the folder you just created, and rename it to &amp;quot;core.xml&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
The site seems to have disappeared.&lt;br /&gt;
&lt;br /&gt;
BTW, I have a whole bunch of custom entities and items and creatures, are these causing problems and/or likely to cause problems?&lt;br /&gt;
&lt;br /&gt;
::If the version of DF that you're using is already listed in version.xml you can try replacing the hash listed in version.xml with the hash for your copy.  This will overcome the hash mismatch without needing to add a new core.xml.  However, if there are significant differences, tweak may end up  barfing because what it finds in the core.xml for that version doesn't match what your copy of DF is actually doing.  [[Special:Contributions/12.71.14.197|12.71.14.197]] 13:57, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Source Code available ==&lt;br /&gt;
&lt;br /&gt;
For those of us who love to hack DF and like to code I'd totally appreciate it if you could release the source code of Tweak to the big, wide world. You don't have to since .NET Reflector would also do the job very well. But I guess, well documented code from the original developer's brain would be much more comfortable. :) What do you say? --[[User:SeveQ|SeveQ]] 11:31, 26 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Darkond2100&amp;diff=64738</id>
		<title>User:Darkond2100</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Darkond2100&amp;diff=64738"/>
		<updated>2010-03-07T01:55:52Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 3-5-2010 ===&lt;br /&gt;
I've created this tileset  for Dig Dwarfier. It is my first, and I thank everyone who set me onto the tracks for making it.&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FILLER ===&lt;br /&gt;
We're no strangers to love&lt;br /&gt;
You know the rules and so do I&lt;br /&gt;
A full commitment's what I'm thinking of&lt;br /&gt;
You wouldn't get this from any other guy&lt;br /&gt;
I just wanna tell you how I'm feeling&lt;br /&gt;
Gotta make you understand&lt;br /&gt;
&lt;br /&gt;
CHORUS&lt;br /&gt;
Never gonna give you up,&lt;br /&gt;
Never gonna let you down,&lt;br /&gt;
Never gonna run around and desert you,&lt;br /&gt;
Never gonna make you cry,&lt;br /&gt;
Never gonna say goodbye,&lt;br /&gt;
Never gonna tell a lie and hurt you&lt;br /&gt;
&lt;br /&gt;
We've known each other for so long&lt;br /&gt;
Your heart's been aching but you're too shy to say it&lt;br /&gt;
Inside we both know what's been going on&lt;br /&gt;
We know the game and we're gonna play it&lt;br /&gt;
And if you ask me how I'm feeling&lt;br /&gt;
Don't tell me you're too blind to see&lt;br /&gt;
&lt;br /&gt;
(CHORUS)&lt;br /&gt;
&lt;br /&gt;
CHORUSCHORUS&lt;br /&gt;
(Ooh give you up)&lt;br /&gt;
(Ooh give you up)&lt;br /&gt;
(Ooh) never gonna give, never gonna give&lt;br /&gt;
(give you up)&lt;br /&gt;
(Ooh) never gonna give, never gonna give&lt;br /&gt;
(give you up)&lt;br /&gt;
&lt;br /&gt;
We've known each other for so long&lt;br /&gt;
Your heart's been aching but you're too shy to say it&lt;br /&gt;
Inside we both know what's been going on&lt;br /&gt;
We know the game and we're gonna play it&lt;br /&gt;
&lt;br /&gt;
I just wanna tell you how I'm feeling&lt;br /&gt;
Gotta make you understand&lt;br /&gt;
&lt;br /&gt;
(CHORUS)&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=64737</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=64737"/>
		<updated>2010-03-07T00:50:05Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: added my tileset  DarkondDigsDeeper_16x16.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for general information on [[tilesets]] or the [[List of user graphics sets|Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16&amp;amp;times;16 tiles. Those are listed [[List_of_user_character_sets#16.C3.9716_tilesets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bisasam ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so DF 40d16 ([http://www.bay12games.com/forum/index.php?topic=40349 0.28.181.40d16]) must be used. Note that most symbols are white and the background is transparent, which makes it hard to discern anything in the PNG. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dorten ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Gekz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hanuman ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Dullard ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012&amp;amp;times;12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012&amp;amp;times;12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Paul ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sir Henry ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Teeto_K===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Terbert ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Turnip ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 16&amp;amp;times;16 tilesets ==&lt;br /&gt;
&lt;br /&gt;
The 16&amp;amp;times;16 tilesets are a subset of square character sets. 16&amp;amp;times;16 is a frequently used size, as shown by the number of tilesets in this section. This is probably because all of the best creature graphics sets use 16&amp;amp;times;16 tiles. Those alternate sets for creatures can be found at [[graphics sets]]. '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Aesomatica ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the suqare set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bisasam ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. DF 40d16 ([http://www.bay12games.com/forum/index.php?topic=40349 0.28.181.40d16]) must be used. Note that most symbols are white and the background is transparent, which makes it hard to discern anything in the PNG. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Cooz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://www.dwarffortresswiki.net/index.php/Image:Cooz_curses_square_flat_16x16.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kelora ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Nordic Curses ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Random832 ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 16&amp;amp;times;16 tilesets for edited raws==&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
=== Belal ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
=== Darkond Digs Deeper ===&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-6-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Flying Mage ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Gold Plated ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview]]&lt;br /&gt;
[[Image:Gold_Plated_world_preview.png|thumb|right|WorldGen preview]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-02-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dwarfletter ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Isenhertz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lemunde ===&lt;br /&gt;
[[Image:Lemunde_Tileset_16x16_Preview.jpg|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2009-9-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:176:15:3:0] for a more natural look.  Alternatively you can change it to [SKY:170:1:0:0] for a less over-dramatic look.&lt;br /&gt;
&lt;br /&gt;
To take advantage of this tileset's transparency features you'll need the latest '''experimental''' version of Dwarf Fortress, [http://www.bay12games.com/forum/index.php?topic=40349 0.28.181.40d16]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Martin ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Phssthpok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-04&lt;br /&gt;
|size=up to 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== SL ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Spreggo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The-Moon ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
=== Tigrex ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
=== Tim's ===&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== hermano ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. The altered raws can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== CKY ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plac1d ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quietust ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Shaja ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tae ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different. The changed characters, in ASCII order are 'zero', 'at', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'x', 'vertical bar', 'C-cedilla', 'c-cedilla', 'A-ring', 'cent', 'yen', 'E-acute', 'ae ligature', 'peseta', 'florin', 'reversed logical not', 'fractions one half-one quarter', 'selected box drawing characters', 'left-and-right blocks', 'greek alpha, gamma, pi, sigma', 'mu', 'equivalence', 'less-greater or equal', 'top-bottom half integral', 'approximately equal', 'radical root', 'small superscript n'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Taritus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;24&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8&amp;amp;times;8. Used for playing in tiny windows, large grids, display massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Nobbins ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Terbert ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Darkond2100&amp;diff=64736</id>
		<title>User:Darkond2100</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Darkond2100&amp;diff=64736"/>
		<updated>2010-03-07T00:48:02Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: profile filler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We're no strangers to love&lt;br /&gt;
You know the rules and so do I&lt;br /&gt;
A full commitment's what I'm thinking of&lt;br /&gt;
You wouldn't get this from any other guy&lt;br /&gt;
I just wanna tell you how I'm feeling&lt;br /&gt;
Gotta make you understand&lt;br /&gt;
&lt;br /&gt;
CHORUS&lt;br /&gt;
Never gonna give you up,&lt;br /&gt;
Never gonna let you down,&lt;br /&gt;
Never gonna run around and desert you,&lt;br /&gt;
Never gonna make you cry,&lt;br /&gt;
Never gonna say goodbye,&lt;br /&gt;
Never gonna tell a lie and hurt you&lt;br /&gt;
&lt;br /&gt;
We've known each other for so long&lt;br /&gt;
Your heart's been aching but you're too shy to say it&lt;br /&gt;
Inside we both know what's been going on&lt;br /&gt;
We know the game and we're gonna play it&lt;br /&gt;
And if you ask me how I'm feeling&lt;br /&gt;
Don't tell me you're too blind to see&lt;br /&gt;
&lt;br /&gt;
(CHORUS)&lt;br /&gt;
&lt;br /&gt;
CHORUSCHORUS&lt;br /&gt;
(Ooh give you up)&lt;br /&gt;
(Ooh give you up)&lt;br /&gt;
(Ooh) never gonna give, never gonna give&lt;br /&gt;
(give you up)&lt;br /&gt;
(Ooh) never gonna give, never gonna give&lt;br /&gt;
(give you up)&lt;br /&gt;
&lt;br /&gt;
We've known each other for so long&lt;br /&gt;
Your heart's been aching but you're too shy to say it&lt;br /&gt;
Inside we both know what's been going on&lt;br /&gt;
We know the game and we're gonna play it&lt;br /&gt;
&lt;br /&gt;
I just wanna tell you how I'm feeling&lt;br /&gt;
Gotta make you understand&lt;br /&gt;
&lt;br /&gt;
(CHORUS)&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DarkondDigsDeeper_16x16.png&amp;diff=64735</id>
		<title>File:DarkondDigsDeeper 16x16.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DarkondDigsDeeper_16x16.png&amp;diff=64735"/>
		<updated>2010-03-07T00:36:33Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: What version of Dig Dwarfier it came from.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! &lt;br /&gt;
This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DarkondDigsDeeper_16x16.png&amp;diff=64734</id>
		<title>File:DarkondDigsDeeper 16x16.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DarkondDigsDeeper_16x16.png&amp;diff=64734"/>
		<updated>2010-03-07T00:32:54Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: I like Dig Deeper with visual, but I don't like their tileset. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like Dig Deeper with visual, but I don't like their tileset. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too!&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=61740</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=61740"/>
		<updated>2010-01-27T03:48:04Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: Using DF Mac&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Using DF with Mac ==&lt;br /&gt;
I'm using a Powerbook G4, and DF 0.28.181.40d. I have NEVER experienced ANY lag... EVER! It's absolutely awful when I try to play on my Windows PC, it seems so chunky. I tried it an the macs at school and it works great on those as well. DF certainly is more Mac-friendly than Windows-firendly! --[[User:Darkond2100|Darkond2100]] 03:48, 27 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Dude... you are runnning the game displaying at 10 FPS even though it's 80~200 FPS (IE: Should be pretty damn jerky), and never got an economy sized population. Of course you have a good FPS. Hell, mine was sticking at 100 with 10 dwarves and I just have a ~2 year old straight out of the box PC. [[User:Milskidasith|Milskidasith]] 22:18, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weather and Trees ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== One Way Stairs ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
&lt;br /&gt;
:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
&lt;br /&gt;
::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
&lt;br /&gt;
::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Don't use stairs at all. Use ramps, the distance to travel a ramp is only 1, compared to a stair, which is two. (ramps, step on it, your down auto; stairs, you step on it, then you step down.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zchris13|Zchris13]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::::::Please, please, ''please'' sign your comments (use four tildes). Anyway, I haven't had any significant problems with dwarves dodging and falling down stairs, because my levels don't span in a way that allows it to happen in the first place. Personally, I find that it's easier to lock down things that way, but others will probably disagree. ~ [[User:Midna|Midna]] 02:11, 9 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weather and windmills ==&lt;br /&gt;
&lt;br /&gt;
To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple CPUs/Cores ==&lt;br /&gt;
&lt;br /&gt;
As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bulging Histories ==&lt;br /&gt;
&lt;br /&gt;
Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disconnection ==&lt;br /&gt;
&lt;br /&gt;
I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Well, it would seem obvious that invaders have glitches that have direct effects on framerates... just not well defined effects :-/  The &amp;quot;not in view&amp;quot; part seems true enough since the 'mischief-makers' are always invisible until discovered, and my forts generally have been rather far from invasion points. Looks like this is gonna be on hold for the page until someone does some '''extensive''' testing. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I'll be happy to start testing it as soon as I start establishing some more long-term fortresses.--[[User:Eurytus|Eurytus]] 11:23, 4 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Squirrelloid]]'s done some tests that end up proving the same point, but with animals instead of thieves/snatchers. Both of those groups use flawed pathfinding that doesn't properly account for created obstacles that are passable under certain conditions that aren't true at the time of the pathfind. (Doors being forbidden, or bridges raised for the thieves, and doors being designated as pet forbidden for the animals.) I still say that failed pathfinds cause 90% of framerate loss. --[[User:N9103|Edward]] 06:24, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've uploaded a zip of my errorlog.txt that encompasses a decent, but not overly long amount of time. The unzipped file is 22MB! Thankfully, text compresses very well, and the zip is only 387K. &amp;lt;99% of the file is failed mischief from either goblins or kobolds. [http://dffd.wimbli.com/file.php?id=167] --[[User:N9103|Edward]] 02:29, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: At some point the article on Maximizing Framerate should include a section that deals with player actions that can have an impact.  Things like connecting a large open pipe system to a running water source, mass-designating stone for dumping, and closing off your fortress should all be listed as cons.  I'm doing some research right now into the benefits of intelligent [[traffic area]] designations as well.  For example, rooms larger than 11x11 with only two doors should have a high-traffic line linking the two doors, and two low-traffic &amp;quot;curbs&amp;quot; on either edge, to prevent the Dijkstra half of A* from spending extra cycles looking in dumb places. --[[User:Jurph|Jurph]] 18:01, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dual Screens ==&lt;br /&gt;
&lt;br /&gt;
I just put a second monitor on my computer, partly so I could fullscreen DF with the wiki in another screen. However, running DF in fullscreen make sit take up one screen like normal, and the other goes black. Ckciking the black monitor causes DF to stretch across the monitors. Since there is info here about running DF in one monitor to save CPU cycles, I was wondering is anyone could help. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ilmmad|Ilmmad]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I don't understand what you're saying. Dwarf Fortress does not do that on my computer. Operating system, perhaps?&amp;lt;br&amp;gt;By the way, sign your comments using &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. --[[User:GreyMario|GreyMario]] 17:24, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you enter fullscreen mode with most graphics apis (such as OpenGL) you will take full control, which is why the other screen goes black. Your best bet is to run in windowed mode with the window size set to your resolution. --[[User:Shades|Shades]] 18:01, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I had this same thought; and did some measurement - on Windows with the &amp;quot;windows standard&amp;quot; theme and default fonts, the room needed for the chrome is 27 pixels vertical, 8 pixels horizontal. [[User:Random832|Random832]] 10:31, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== temperature ==&lt;br /&gt;
&lt;br /&gt;
From the article &amp;quot;&amp;quot; You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&amp;quot;&amp;quot;  ---  I cannot understand that. --[[User:Catpaw|Catpaw]] 08:29, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you turn temperature off, and you start on a cold location with a stream, the stream will be frozen and never thaw.[[User:DaBing|DaBing]]&lt;br /&gt;
&lt;br /&gt;
So wait, it says some &amp;quot;rather nice lava warming effects&amp;quot; are turned off, but what are these exactly? Can I still dump stone in lava? What stops working? [[User:Ar-Pharazon|Ar-Pharazon]] 17:09, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can still dump stone in lava, it just won't melt as there is no heat transfer. --[[User:Elvang|Elvang]] 21:00, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== New 40d# releases and the Acceleration program ==&lt;br /&gt;
&lt;br /&gt;
So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Turn Mouse Support Off ===&lt;br /&gt;
&lt;br /&gt;
With the graphics-accelerated versions of 40d above, I've found that turning mouse support completely off ( [MOUSE:NO] in init.txt ) has had greater improvement in framerate than anything else I've tried.  Can anyone else confirm this? (nammyung)&lt;br /&gt;
&lt;br /&gt;
== Small Worlds ==&lt;br /&gt;
&lt;br /&gt;
I noticed mention of small worlds.  I have no doubt that they probably reduce lag, but I will argue the creation time issue.  My experience so far has been that &amp;quot;pocket&amp;quot; and &amp;quot;smaller&amp;quot; sized worlds take longer to gen than &amp;quot;Small&amp;quot; and &amp;quot;Medium,&amp;quot; because of the shear volume of rejected attempts in the initial creation stage.  My experience is entirely with 40d and 40d9. [[User:Burlingk|Burlingk]] 01:42, 10 February 2009 (EST)&lt;br /&gt;
:You don't get many rejects with the default configurations for worlds. When you start changing those, yes, rejects will happen, especially if you're trying to fit as much into a pocket sized one as you would into a small. [[User:Shardok|Shardok]] 00:06, 25 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Key_bindings&amp;diff=60928</id>
		<title>40d:Key bindings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Key_bindings&amp;diff=60928"/>
		<updated>2010-01-14T04:32:27Z</updated>

		<summary type="html">&lt;p&gt;Darkond2100: added my key interface for laptops. The numpad is not yet implemented, I'll get to it. I first posted it at http://www.bay12games.com/forum/index.php?topic=47779.0 and it was suggested to be put here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Laptop Bindings ==&lt;br /&gt;
&lt;br /&gt;
These are the values to enter to use the laptop bindings recommended for those without number pads.   This will set your {{K|[}} and {{K|]}} keys to up and down respectively; and the {{K|-}} and {{K|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;}} keys to page up and page down in secondary menus.:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SECONDSCROLL_UP:KEYDB]&lt;br /&gt;
[SECONDSCROLL_DOWN:KEYDD]&lt;br /&gt;
[SECONDSCROLL_PAGEUP:MINUS]&lt;br /&gt;
[SECONDSCROLL_PAGEDOWN:PLUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is a full key binding, ready to be copy/pasted into your interface.txt --[[User:Darkond2100|Darkond2100]] 04:32, 14 January 2010 (UTC)&lt;br /&gt;
&amp;lt;!-- How can I make this hideable? --&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[DISPLAY_STRING:BACKSPACE:Backspace]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+BACKSPACE:Shift + Backspace]&lt;br /&gt;
[DISPLAY_STRING:TAB:Tab]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+TAB:Shift + Tab]&lt;br /&gt;
[DISPLAY_STRING:CLEAR:Clear]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+CLEAR:Shift + Clear]&lt;br /&gt;
[DISPLAY_STRING:ENTER:Enter]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+ENTER:Shift + Enter]&lt;br /&gt;
[DISPLAY_STRING:PAUSE:Pause]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+PAUSE:Shift + Pause]&lt;br /&gt;
[DISPLAY_STRING:KEYHANGULKANA:Hangul/Kana]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYHANGULKANA:Shift + Hangul/Kana]&lt;br /&gt;
[DISPLAY_STRING:KEYJUNJA:Junja]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYJUNJA:Shift + Junja]&lt;br /&gt;
[DISPLAY_STRING:KEYFINAL:Final]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYFINAL:Shift + Final]&lt;br /&gt;
[DISPLAY_STRING:KEYHANJAKANJI:Hanja/Kanji]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYHANJAKANJI:Shift + Hanja/Kanji]&lt;br /&gt;
[DISPLAY_STRING:ESCAPE:Escape]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+ESCAPE:Shift + Escape]&lt;br /&gt;
[DISPLAY_STRING:KEYCONVERT:Convert]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYCONVERT:Shift + Convert]&lt;br /&gt;
[DISPLAY_STRING:KEYNONCONVERT:Nonconvert]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYNONCONVERT:Shift + Nonconvert]&lt;br /&gt;
[DISPLAY_STRING:KEYACCEPT:Accept]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYACCEPT:Shift + Accept]&lt;br /&gt;
[DISPLAY_STRING:KEYMODECHANGE:Mode Change]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYMODECHANGE:Shift + Mode Change]&lt;br /&gt;
[DISPLAY_STRING:SPACE:Space]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+SPACE:Shift + Space]&lt;br /&gt;
[DISPLAY_STRING:PAGEUP:Page Up]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+PAGEUP:Shift + Page Up]&lt;br /&gt;
[DISPLAY_STRING:PAGEDOWN:Page Down]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+PAGEDOWN:Shift + Page Down]&lt;br /&gt;
[DISPLAY_STRING:END:End]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+END:Shift + End]&lt;br /&gt;
[DISPLAY_STRING:HOME:Home]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+HOME:Shift + Home]&lt;br /&gt;
[DISPLAY_STRING:LEFT:Left]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+LEFT:Shift + Left]&lt;br /&gt;
[DISPLAY_STRING:UP:Up]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+UP:Shift + Up]&lt;br /&gt;
[DISPLAY_STRING:RIGHT:Right]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+RIGHT:Shift + Right]&lt;br /&gt;
[DISPLAY_STRING:DOWN:Down]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+DOWN:Shift + Down]&lt;br /&gt;
[DISPLAY_STRING:SELECT:Select]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+SELECT:Shift + Select]&lt;br /&gt;
[DISPLAY_STRING:PRINT:Print]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+PRINT:Shift + Print]&lt;br /&gt;
[DISPLAY_STRING:EXECUTE:Execute]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+EXECUTE:Shift + Execute]&lt;br /&gt;
[DISPLAY_STRING:PRINTSCREEN:Print Screen]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+PRINTSCREEN:Shift + Print Screen]&lt;br /&gt;
[DISPLAY_STRING:INSERT:Insert]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+INSERT:Shift + Insert]&lt;br /&gt;
[DISPLAY_STRING:DELETE:Delete]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+DELETE:Shift + Delete]&lt;br /&gt;
[DISPLAY_STRING:HELP:Help]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+HELP:Shift + Help]&lt;br /&gt;
[DISPLAY_STRING:0:0]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+0:Shift + 0]&lt;br /&gt;
[DISPLAY_STRING:1:1]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+1:Shift + 1]&lt;br /&gt;
[DISPLAY_STRING:2:2]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+2:Shift + 2]&lt;br /&gt;
[DISPLAY_STRING:3:3]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+3:Shift + 3]&lt;br /&gt;
[DISPLAY_STRING:4:4]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+4:Shift + 4]&lt;br /&gt;
[DISPLAY_STRING:5:5]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+5:Shift + 5]&lt;br /&gt;
[DISPLAY_STRING:6:6]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+6:Shift + 6]&lt;br /&gt;
[DISPLAY_STRING:7:7]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+7:Shift + 7]&lt;br /&gt;
[DISPLAY_STRING:8:8]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+8:Shift + 8]&lt;br /&gt;
[DISPLAY_STRING:9:9]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+9:Shift + 9]&lt;br /&gt;
[DISPLAY_STRING:A:a]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+A:A]&lt;br /&gt;
[DISPLAY_STRING:B:b]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+B:B]&lt;br /&gt;
[DISPLAY_STRING:C:c]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+C:C]&lt;br /&gt;
[DISPLAY_STRING:D:d]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+D:D]&lt;br /&gt;
[DISPLAY_STRING:E:e]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+E:E]&lt;br /&gt;
[DISPLAY_STRING:F:f]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F:F]&lt;br /&gt;
[DISPLAY_STRING:G:g]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+G:G]&lt;br /&gt;
[DISPLAY_STRING:H:h]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+H:H]&lt;br /&gt;
[DISPLAY_STRING:I:i]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+I:I]&lt;br /&gt;
[DISPLAY_STRING:J:j]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+J:J]&lt;br /&gt;
[DISPLAY_STRING:K:k]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+K:K]&lt;br /&gt;
[DISPLAY_STRING:L:l]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+L:L]&lt;br /&gt;
[DISPLAY_STRING:M:m]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+M:M]&lt;br /&gt;
[DISPLAY_STRING:N:n]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+N:N]&lt;br /&gt;
[DISPLAY_STRING:O:o]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+O:O]&lt;br /&gt;
[DISPLAY_STRING:P:p]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+P:P]&lt;br /&gt;
[DISPLAY_STRING:Q:q]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+Q:Q]&lt;br /&gt;
[DISPLAY_STRING:R:r]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+R:R]&lt;br /&gt;
[DISPLAY_STRING:S:s]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+S:S]&lt;br /&gt;
[DISPLAY_STRING:T:t]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+T:T]&lt;br /&gt;
[DISPLAY_STRING:U:u]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+U:U]&lt;br /&gt;
[DISPLAY_STRING:V:v]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+V:V]&lt;br /&gt;
[DISPLAY_STRING:W:w]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+W:W]&lt;br /&gt;
[DISPLAY_STRING:X:x]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+X:X]&lt;br /&gt;
[DISPLAY_STRING:Y:y]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+Y:Y]&lt;br /&gt;
[DISPLAY_STRING:Z:z]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+Z:Z]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD0:Numpad 0]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD0:Shift + Numpad 0]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD1:Numpad 1]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD1:Shift + Numpad 1]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD2:Numpad 2]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD2:Shift + Numpad 2]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD3:Numpad 3]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD3:Shift + Numpad 3]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD4:Numpad 4]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD4:Shift + Numpad 4]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD5:Numpad 5]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD5:Shift + Numpad 5]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD6:Numpad 6]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD6:Shift + Numpad 6]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD7:Numpad 7]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD7:Shift + Numpad 7]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD8:Numpad 8]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD8:Shift + Numpad 8]&lt;br /&gt;
[DISPLAY_STRING:NUMPAD9:Numpad 9]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMPAD9:Shift + Numpad 9]&lt;br /&gt;
[DISPLAY_STRING:MULTIPLY:*]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+MULTIPLY:Shift + *]&lt;br /&gt;
[DISPLAY_STRING:ADD:+]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+ADD:Shift + +]&lt;br /&gt;
[DISPLAY_STRING:SEPARATOR:Separator]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+SEPARATOR:Shift + Separator]&lt;br /&gt;
[DISPLAY_STRING:SUBTRACT:-]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+SUBTRACT:Shift + -]&lt;br /&gt;
[DISPLAY_STRING:DECIMAL:Decimal]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+DECIMAL:Shift + Decimal]&lt;br /&gt;
[DISPLAY_STRING:DIVIDE:/]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+DIVIDE:Shift + /]&lt;br /&gt;
[DISPLAY_STRING:F1:F1]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F1:Shift + F1]&lt;br /&gt;
[DISPLAY_STRING:F2:F2]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F2:Shift + F2]&lt;br /&gt;
[DISPLAY_STRING:F3:F3]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F3:Shift + F3]&lt;br /&gt;
[DISPLAY_STRING:F4:F4]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F4:Shift + F4]&lt;br /&gt;
[DISPLAY_STRING:F5:F5]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F5:Shift + F5]&lt;br /&gt;
[DISPLAY_STRING:F6:F6]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F6:Shift + F6]&lt;br /&gt;
[DISPLAY_STRING:F7:F7]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F7:Shift + F7]&lt;br /&gt;
[DISPLAY_STRING:F8:F8]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F8:Shift + F8]&lt;br /&gt;
[DISPLAY_STRING:F9:F9]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F9:Shift + F9]&lt;br /&gt;
[DISPLAY_STRING:F10:F10]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F10:Shift + F10]&lt;br /&gt;
[DISPLAY_STRING:F11:F11]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F11:Shift + F11]&lt;br /&gt;
[DISPLAY_STRING:F12:F12]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F12:Shift + F12]&lt;br /&gt;
[DISPLAY_STRING:F13:F13]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F13:Shift + F13]&lt;br /&gt;
[DISPLAY_STRING:F14:F14]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F14:Shift + F14]&lt;br /&gt;
[DISPLAY_STRING:F15:F15]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F15:Shift + F15]&lt;br /&gt;
[DISPLAY_STRING:F16:F16]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F16:Shift + F16]&lt;br /&gt;
[DISPLAY_STRING:F17:F17]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F17:Shift + F17]&lt;br /&gt;
[DISPLAY_STRING:F18:F18]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F18:Shift + F18]&lt;br /&gt;
[DISPLAY_STRING:F19:F19]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F19:Shift + F19]&lt;br /&gt;
[DISPLAY_STRING:F20:F20]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F20:Shift + F20]&lt;br /&gt;
[DISPLAY_STRING:F21:F21]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F21:Shift + F21]&lt;br /&gt;
[DISPLAY_STRING:F22:F22]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F22:Shift + F22]&lt;br /&gt;
[DISPLAY_STRING:F23:F23]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F23:Shift + F23]&lt;br /&gt;
[DISPLAY_STRING:F24:F24]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+F24:Shift + F24]&lt;br /&gt;
[DISPLAY_STRING:NUMLOCK:Numlock]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+NUMLOCK:Shift + Numlock]&lt;br /&gt;
[DISPLAY_STRING:SCROLL:Scroll]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+SCROLL:Shift + Scroll]&lt;br /&gt;
[DISPLAY_STRING:KEY92:Key 92]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEY92:Shift + Key 92]&lt;br /&gt;
[DISPLAY_STRING:KEY93:Key 93]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEY93:Shift + Key 93]&lt;br /&gt;
[DISPLAY_STRING:KEY94:Key 94]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEY94:Shift + Key 94]&lt;br /&gt;
[DISPLAY_STRING:KEY95:Key 95]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEY95:Shift + Key 95]&lt;br /&gt;
[DISPLAY_STRING:KEY96:Key 96]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEY96:Shift + Key 96]&lt;br /&gt;
[DISPLAY_STRING:KEYBA:;]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYBA:Shift + ;]&lt;br /&gt;
[DISPLAY_STRING:PLUS:=]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+PLUS:Shift + =]&lt;br /&gt;
[DISPLAY_STRING:COMMA:,]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+COMMA:&amp;lt;]&lt;br /&gt;
[DISPLAY_STRING:MINUS:Minus]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+MINUS:_]&lt;br /&gt;
[DISPLAY_STRING:PERIOD:.]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+PERIOD:&amp;gt;]&lt;br /&gt;
[DISPLAY_STRING:KEYBF:/]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYBF:?]&lt;br /&gt;
[DISPLAY_STRING:KEYC0:Key C0]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYC0:Shift + Key C0]&lt;br /&gt;
[DISPLAY_STRING:KEYDB:Key DB]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYDB:Shift + Key DB]&lt;br /&gt;
[DISPLAY_STRING:KEYDC:Key DC]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYDC:Shift + Key DC]&lt;br /&gt;
[DISPLAY_STRING:KEYDD:Key DD]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYDD:Shift + Key DD]&lt;br /&gt;
[DISPLAY_STRING:KEYDE:Key DE]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYDE:Shift + Key DE]&lt;br /&gt;
[DISPLAY_STRING:KEYDF:Key DF]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYDF:Shift + Key DF]&lt;br /&gt;
[DISPLAY_STRING:KEYE1:Key E1]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYE1:Shift + Key E1]&lt;br /&gt;
[DISPLAY_STRING:KEYE2:Key E2]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYE2:Shift + Key E2]&lt;br /&gt;
[DISPLAY_STRING:KEYE3:Key E3]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYE3:Shift + Key E3]&lt;br /&gt;
[DISPLAY_STRING:KEYE4:Key E4]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYE4:Shift + Key E4]&lt;br /&gt;
[DISPLAY_STRING:KEYE9:Key E9]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYE9:Shift + Key E9]&lt;br /&gt;
[DISPLAY_STRING:KEYEA:Key EA]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYEA:Shift + Key EA]&lt;br /&gt;
[DISPLAY_STRING:KEYEB:Key EB]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYEB:Shift + Key EB]&lt;br /&gt;
[DISPLAY_STRING:KEYEC:Key EC]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYEC:Shift + Key EC]&lt;br /&gt;
[DISPLAY_STRING:KEYED:Key ED]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYED:Shift + Key ED]&lt;br /&gt;
[DISPLAY_STRING:KEYEE:Key EE]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYEE:Shift + Key EE]&lt;br /&gt;
[DISPLAY_STRING:KEYEF:Key EF]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYEF:Shift + Key EF]&lt;br /&gt;
[DISPLAY_STRING:KEYF1:Key F1]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYF1:Shift + Key F1]&lt;br /&gt;
[DISPLAY_STRING:KEYF2:Key F2]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYF2:Shift + Key F2]&lt;br /&gt;
[DISPLAY_STRING:KEYF3:Key F3]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYF3:Shift + Key F3]&lt;br /&gt;
[DISPLAY_STRING:KEYF4:Key F4]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYF4:Shift + Key F4]&lt;br /&gt;
[DISPLAY_STRING:KEYF5:Key F5]&lt;br /&gt;
[DISPLAY_STRING:SHIFT+KEYF5:Shift + Key F5]&lt;br /&gt;
&lt;br /&gt;
[SELECT:ENTER]&lt;br /&gt;
[DESELECT:Z]&lt;br /&gt;
[SELECT_ALL:SHIFT+ENTER]&lt;br /&gt;
[DESELECT_ALL:SHIFT+Z]&lt;br /&gt;
[LEAVESCREEN:SPACE]&lt;br /&gt;
[LEAVESCREEN_TEXT:F8]&lt;br /&gt;
[LEAVESCREEN_ALL:SHIFT+SPACE]&lt;br /&gt;
[CLOSE_MEGA_ANNOUNCEMENT:ENTER]&lt;br /&gt;
[OPTIONS:ESCAPE]&lt;br /&gt;
[OPTION_EXPORT:E]&lt;br /&gt;
[HELP:SHIFT+KEYBF]&lt;br /&gt;
[TOGGLE_FULLSCREEN:F11]&lt;br /&gt;
[WORLD_PARAM_TITLE:T]&lt;br /&gt;
[WORLD_PARAM_ADD:A]&lt;br /&gt;
[WORLD_PARAM_COPY:C]&lt;br /&gt;
[WORLD_PARAM_DELETE:D]&lt;br /&gt;
[WORLD_PARAM_NAME_RANDOM:SHIFT+N]&lt;br /&gt;
[WORLD_PARAM_NAME_ENTER:N]&lt;br /&gt;
[WORLD_PARAM_SEED_RANDOM:SHIFT+S]&lt;br /&gt;
[WORLD_PARAM_SEED_ENTER:S]&lt;br /&gt;
[WORLD_PARAM_DIM_X_UP:I]&lt;br /&gt;
[WORLD_PARAM_DIM_X_DOWN:U]&lt;br /&gt;
[WORLD_PARAM_DIM_Y_UP:P]&lt;br /&gt;
[WORLD_PARAM_DIM_Y_DOWN:O]&lt;br /&gt;
[WORLD_PARAM_LOAD:F1]&lt;br /&gt;
[WORLD_PARAM_SAVE:F6]&lt;br /&gt;
[WORLD_PARAM_SET:E]&lt;br /&gt;
[WORLD_PARAM_INCREASE:6]&lt;br /&gt;
[WORLD_PARAM_DECREASE:4]&lt;br /&gt;
[WORLD_PARAM_ENTER_VALUE:ENTER]&lt;br /&gt;
[WORLD_PARAM_NULLIFY:N]&lt;br /&gt;
[WORLD_PARAM_PRESET:P]&lt;br /&gt;
[WORLD_PARAM_REJECT_CONTINUE:C]&lt;br /&gt;
[WORLD_PARAM_REJECT_ABORT:A]&lt;br /&gt;
[WORLD_PARAM_REJECT_ALLOW_THIS:T]&lt;br /&gt;
[WORLD_PARAM_REJECT_ALLOW_ALL:P]&lt;br /&gt;
[WORLD_GEN_CONTINUE:C]&lt;br /&gt;
[WORLD_GEN_USE:U]&lt;br /&gt;
[WORLD_GEN_ABORT:A]&lt;br /&gt;
[MOVIES:KEYBA]&lt;br /&gt;
[CHANGETAB:SHIFT+TAB]&lt;br /&gt;
[STANDARDSCROLL_UP:8]&lt;br /&gt;
[STANDARDSCROLL_DOWN:2]&lt;br /&gt;
[STANDARDSCROLL_LEFT:4]&lt;br /&gt;
[STANDARDSCROLL_RIGHT:6]&lt;br /&gt;
[STANDARDSCROLL_PAGEUP:9]&lt;br /&gt;
[STANDARDSCROLL_PAGEDOWN:3]&lt;br /&gt;
[SECONDSCROLL_UP:MINUS]&lt;br /&gt;
[SECONDSCROLL_DOWN:SHIFT+PLUS]&lt;br /&gt;
[SECONDSCROLL_PAGEUP:DIVIDE]&lt;br /&gt;
[SECONDSCROLL_PAGEDOWN:MULTIPLY]&lt;br /&gt;
[CURSOR_UP:8]&lt;br /&gt;
[CURSOR_DOWN:2]&lt;br /&gt;
[CURSOR_LEFT:4]&lt;br /&gt;
[CURSOR_RIGHT:6]&lt;br /&gt;
[CURSOR_UPLEFT:7]&lt;br /&gt;
[CURSOR_UPRIGHT:9]&lt;br /&gt;
[CURSOR_DOWNLEFT:1]&lt;br /&gt;
[CURSOR_DOWNRIGHT:3]&lt;br /&gt;
[CURSOR_UP_FAST:SHIFT+8]&lt;br /&gt;
[CURSOR_DOWN_FAST:SHIFT+2]&lt;br /&gt;
[CURSOR_LEFT_FAST:SHIFT+4]&lt;br /&gt;
[CURSOR_RIGHT_FAST:SHIFT+6]&lt;br /&gt;
[CURSOR_UPLEFT_FAST:SHIFT+7]&lt;br /&gt;
[CURSOR_UPRIGHT_FAST:SHIFT+9]&lt;br /&gt;
[CURSOR_DOWNLEFT_FAST:SHIFT+1]&lt;br /&gt;
[CURSOR_DOWNRIGHT_FAST:SHIFT+3]&lt;br /&gt;
[CURSOR_UP_Z:SHIFT+COMMA]&lt;br /&gt;
[CURSOR_DOWN_Z:SHIFT+PERIOD]&lt;br /&gt;
[CURSOR_UP_Z_AUX:SHIFT+5]&lt;br /&gt;
[CURSOR_DOWN_Z_AUX:CTRL+5]&lt;br /&gt;
[WORLDGEN_EXPORT_MAP:P]&lt;br /&gt;
[LEGENDS_EXPORT_MAP:P]&lt;br /&gt;
[LEGENDS_EXPORT_DETAILED_MAP:D]&lt;br /&gt;
[LEGENDS_TOGGLE_CIVSITE:C]&lt;br /&gt;
[LEGENDS_STRING_FILTER:F]&lt;br /&gt;
[SETUP_EMBARK:E]&lt;br /&gt;
[SETUP_NAME_FORT:SHIFT+F]&lt;br /&gt;
[SETUP_NAME_GROUP:SHIFT+G]&lt;br /&gt;
[SETUP_RECLAIM:SHIFT+R]&lt;br /&gt;
[SETUP_FIND:F]&lt;br /&gt;
[SETUP_NOTES:N]&lt;br /&gt;
[SETUP_NOTES_TAKE_NOTES:N]&lt;br /&gt;
[SETUP_NOTES_DELETE_NOTE:D]&lt;br /&gt;
[SETUP_NOTES_CHANGE_SYMBOL_SELECTION:C]&lt;br /&gt;
[SETUP_NOTES_ADOPT_SYMBOL:S]&lt;br /&gt;
[SETUP_LOCAL_Y_UP:SHIFT+U]&lt;br /&gt;
[SETUP_LOCAL_Y_DOWN:SHIFT+M]&lt;br /&gt;
[SETUP_LOCAL_X_UP:SHIFT+K]&lt;br /&gt;
[SETUP_LOCAL_X_DOWN:SHIFT+H]&lt;br /&gt;
[SETUP_LOCAL_Y_MUP:U]&lt;br /&gt;
[SETUP_LOCAL_Y_MDOWN:M]&lt;br /&gt;
[SETUP_LOCAL_X_MUP:K]&lt;br /&gt;
[SETUP_LOCAL_X_MDOWN:H]&lt;br /&gt;
[SETUP_BIOME_1:F1]&lt;br /&gt;
[SETUP_BIOME_2:F2]&lt;br /&gt;
[SETUP_BIOME_3:F3]&lt;br /&gt;
[SETUP_BIOME_4:F4]&lt;br /&gt;
[SETUP_BIOME_5:F5]&lt;br /&gt;
[SETUP_BIOME_6:F6]&lt;br /&gt;
[SETUP_BIOME_7:F7]&lt;br /&gt;
[SETUP_BIOME_8:F8]&lt;br /&gt;
[SETUP_BIOME_9:F9]&lt;br /&gt;
[CHOOSE_NAME_RANDOM:R]&lt;br /&gt;
[CHOOSE_NAME_CLEAR:C]&lt;br /&gt;
[CHOOSE_NAME_TYPE:E]&lt;br /&gt;
[ITEM_DESCRIPTION:V]&lt;br /&gt;
[ITEM_FORBID:F]&lt;br /&gt;
[ITEM_MELT:M]&lt;br /&gt;
[ITEM_DUMP:D]&lt;br /&gt;
[ITEM_HIDE:H]&lt;br /&gt;
[A_COMBAT_ATTACK:A]&lt;br /&gt;
[A_COMBAT_DODGE:D]&lt;br /&gt;
[A_COMBAT_CHARGEDEF:C]&lt;br /&gt;
[A_STATUS:Z]&lt;br /&gt;
[A_STATUS_WRESTLE:C]&lt;br /&gt;
[A_STATUS_CUSTOMIZE:Y]&lt;br /&gt;
[A_STATUS_KILLS:K]&lt;br /&gt;
[UNITVIEW_CUSTOMIZE:Y]&lt;br /&gt;
[UNITVIEW_RELATIONSHIPS:R]&lt;br /&gt;
[UNITVIEW_RELATIONSHIPS_ZOOM:Z]&lt;br /&gt;
[UNITVIEW_RELATIONSHIPS_VIEW:V]&lt;br /&gt;
[UNITVIEW_KILLS:K]&lt;br /&gt;
[CUSTOMIZE_UNIT_NICKNAME:N]&lt;br /&gt;
[CUSTOMIZE_UNIT_PROFNAME:P]&lt;br /&gt;
[A_MOVE_N:8]&lt;br /&gt;
[A_MOVE_S:2]&lt;br /&gt;
[A_MOVE_E:6]&lt;br /&gt;
[A_MOVE_W:4]&lt;br /&gt;
[A_MOVE_NW:7]&lt;br /&gt;
[A_MOVE_NE:9]&lt;br /&gt;
[A_MOVE_SW:1]&lt;br /&gt;
[A_MOVE_SE:3]&lt;br /&gt;
[A_MOVE_WAIT:5]&lt;br /&gt;
[A_CARE_MOVE_N:ALT+8]&lt;br /&gt;
[A_CARE_MOVE_S:ALT+2]&lt;br /&gt;
[A_CARE_MOVE_E:ALT+6]&lt;br /&gt;
[A_CARE_MOVE_W:ALT+4]&lt;br /&gt;
[A_CARE_MOVE_NW:ALT+7]&lt;br /&gt;
[A_CARE_MOVE_NE:ALT+9]&lt;br /&gt;
[A_CARE_MOVE_SW:ALT+1]&lt;br /&gt;
[A_CARE_MOVE_SE:ALT+3]&lt;br /&gt;
[A_CARE_MOVE_UPDOWN:ALT+5]&lt;br /&gt;
[A_MOVE_N_UP:SHIFT+8]&lt;br /&gt;
[A_MOVE_S_UP:SHIFT+2]&lt;br /&gt;
[A_MOVE_E_UP:SHIFT+6]&lt;br /&gt;
[A_MOVE_W_UP:SHIFT+4]&lt;br /&gt;
[A_MOVE_NW_UP:SHIFT+7]&lt;br /&gt;
[A_MOVE_NE_UP:SHIFT+9]&lt;br /&gt;
[A_MOVE_SW_UP:SHIFT+1]&lt;br /&gt;
[A_MOVE_SE_UP:SHIFT+3]&lt;br /&gt;
[A_MOVE_UP:SHIFT+5]&lt;br /&gt;
[A_MOVE_N_DOWN:CTRL+8]&lt;br /&gt;
[A_MOVE_S_DOWN:CTRL+2]&lt;br /&gt;
[A_MOVE_E_DOWN:CTRL+6]&lt;br /&gt;
[A_MOVE_W_DOWN:CTRL+4]&lt;br /&gt;
[A_MOVE_NW_DOWN:CTRL+7]&lt;br /&gt;
[A_MOVE_NE_DOWN:CTRL+9]&lt;br /&gt;
[A_MOVE_SW_DOWN:CTRL+1]&lt;br /&gt;
[A_MOVE_SE_DOWN:CTRL+3]&lt;br /&gt;
[A_MOVE_DOWN:CTRL+5]&lt;br /&gt;
[A_MOVE_UP_AUX:SHIFT+COMMA]&lt;br /&gt;
[A_MOVE_DOWN_AUX:SHIFT+PERIOD]&lt;br /&gt;
[A_SLEEP:SHIFT+Z]&lt;br /&gt;
[A_WAIT:PERIOD]&lt;br /&gt;
[A_ATTACK:SHIFT+A]&lt;br /&gt;
[A_LOOK:L]&lt;br /&gt;
[A_SEARCH:SHIFT+L]&lt;br /&gt;
[A_TALK:K]&lt;br /&gt;
[A_INTERACT:SHIFT+I]&lt;br /&gt;
[A_INV_LOOK:I]&lt;br /&gt;
[A_INV_REMOVE:R]&lt;br /&gt;
[A_INV_WEAR:W]&lt;br /&gt;
[A_INV_EATDRINK:E]&lt;br /&gt;
[A_INV_PUTIN:P]&lt;br /&gt;
[A_INV_DROP:D]&lt;br /&gt;
[A_GROUND:G]&lt;br /&gt;
[A_THROW:T]&lt;br /&gt;
[A_SHOOT:F]&lt;br /&gt;
[A_ANNOUNCEMENTS:A]&lt;br /&gt;
[A_COMBAT:C]&lt;br /&gt;
[A_MOVEMENT:M]&lt;br /&gt;
[A_MOVEMENT_SWIM:S]&lt;br /&gt;
[A_SNEAK:SHIFT+S]&lt;br /&gt;
[A_CENTER:SHIFT+C]&lt;br /&gt;
[A_BUILDING:U]&lt;br /&gt;
[A_TRAVEL:SHIFT+T]&lt;br /&gt;
[A_DATE:SHIFT+D]&lt;br /&gt;
[A_WEATHER:SHIFT+W]&lt;br /&gt;
[A_TEMPERATURE:SHIFT+P]&lt;br /&gt;
[A_STANCE:S]&lt;br /&gt;
[A_OPTION1:A]&lt;br /&gt;
[A_OPTION2:B]&lt;br /&gt;
[A_OPTION3:C]&lt;br /&gt;
[A_OPTION4:D]&lt;br /&gt;
[A_OPTION5:E]&lt;br /&gt;
[A_OPTION6:F]&lt;br /&gt;
[A_OPTION7:G]&lt;br /&gt;
[A_OPTION8:H]&lt;br /&gt;
[A_OPTION9:I]&lt;br /&gt;
[A_OPTION10:J]&lt;br /&gt;
[A_OPTION11:K]&lt;br /&gt;
[A_OPTION12:L]&lt;br /&gt;
[A_OPTION13:M]&lt;br /&gt;
[A_OPTION14:N]&lt;br /&gt;
[A_OPTION15:O]&lt;br /&gt;
[A_OPTION16:P]&lt;br /&gt;
[A_OPTION17:Q]&lt;br /&gt;
[A_OPTION18:R]&lt;br /&gt;
[A_OPTION19:S]&lt;br /&gt;
[A_OPTION20:T]&lt;br /&gt;
[HOTKEY_MAKE_ASH:A]&lt;br /&gt;
[HOTKEY_MAKE_CHARCOAL:C]&lt;br /&gt;
[HOTKEY_MELT_OBJECT:O]&lt;br /&gt;
[HOTKEY_GLASS_GREEN:E]&lt;br /&gt;
[HOTKEY_GLASS_CLEAR:C]&lt;br /&gt;
[HOTKEY_GLASS_CRYSTAL:K]&lt;br /&gt;
[HOTKEY_COLLECT_SAND:S]&lt;br /&gt;
[HOTKEY_GLASS_ROUGH:G]&lt;br /&gt;
[HOTKEY_GLASS_ARMORSTAND:A]&lt;br /&gt;
[HOTKEY_GLASS_BOX:H]&lt;br /&gt;
[HOTKEY_GLASS_CABINET:F]&lt;br /&gt;
[HOTKEY_GLASS_COFFIN:O]&lt;br /&gt;
[HOTKEY_GLASS_FLOODGATE:L]&lt;br /&gt;
[HOTKEY_GLASS_HATCH_COVER:SHIFT+H]&lt;br /&gt;
[HOTKEY_GLASS_GRATE:SHIFT+G]&lt;br /&gt;
[HOTKEY_GLASS_GOBLET:Y]&lt;br /&gt;
[HOTKEY_GLASS_TOY:Z]&lt;br /&gt;
[HOTKEY_GLASS_INSTRUMENT:M]&lt;br /&gt;
[HOTKEY_GLASS_DOOR:D]&lt;br /&gt;
[HOTKEY_GLASS_STATUE:U]&lt;br /&gt;
[HOTKEY_GLASS_TABLE:T]&lt;br /&gt;
[HOTKEY_GLASS_CAGE:J]&lt;br /&gt;
[HOTKEY_GLASS_CHAIR:R]&lt;br /&gt;
[HOTKEY_GLASS_BLOCKS:B]&lt;br /&gt;
[HOTKEY_GLASS_FLASK:Q]&lt;br /&gt;
[HOTKEY_GLASS_WEAPONRACK:W]&lt;br /&gt;
[HOTKEY_GLASS_WINDOW:I]&lt;br /&gt;
[HOTKEY_MAKE_PEARLASH:P]&lt;br /&gt;
[HOTKEY_ASHERY_LYE:L]&lt;br /&gt;
[HOTKEY_ASHERY_POTASH:P]&lt;br /&gt;
[HOTKEY_ASHERY_POTASH_DIRECT:A]&lt;br /&gt;
[HOTKEY_CARPENTER_BARREL:V]&lt;br /&gt;
[HOTKEY_CARPENTER_BLOCKS:O]&lt;br /&gt;
[HOTKEY_CARPENTER_BUCKET:E]&lt;br /&gt;
[HOTKEY_CARPENTER_TRAP_ANIMAL:P]&lt;br /&gt;
[HOTKEY_CARPENTER_CAGE:J]&lt;br /&gt;
[HOTKEY_CARPENTER_ARMORSTAND:A]&lt;br /&gt;
[HOTKEY_CARPENTER_BED:B]&lt;br /&gt;
[HOTKEY_CARPENTER_CHAIR:C]&lt;br /&gt;
[HOTKEY_CARPENTER_COFFIN:K]&lt;br /&gt;
[HOTKEY_CARPENTER_DOOR:D]&lt;br /&gt;
[HOTKEY_CARPENTER_FLOODGATE:L]&lt;br /&gt;
[HOTKEY_CARPENTER_HATCH_COVER:SHIFT+H]&lt;br /&gt;
[HOTKEY_CARPENTER_GRATE:SHIFT+G]&lt;br /&gt;
[HOTKEY_CARPENTER_CABINET:F]&lt;br /&gt;
[HOTKEY_CARPENTER_BIN:N]&lt;br /&gt;
[HOTKEY_CARPENTER_BOX:H]&lt;br /&gt;
[HOTKEY_CARPENTER_WEAPONRACK:W]&lt;br /&gt;
[HOTKEY_CARPENTER_TABLE:T]&lt;br /&gt;
[HOTKEY_SIEGE_BALLISTA:B]&lt;br /&gt;
[HOTKEY_SIEGE_CATAPULT:C]&lt;br /&gt;
[HOTKEY_LEATHER_BOX:N]&lt;br /&gt;
[HOTKEY_LEATHER_FLASK:Q]&lt;br /&gt;
[HOTKEY_LEATHER_SHIRT:T]&lt;br /&gt;
[HOTKEY_LEATHER_CLOAK:K]&lt;br /&gt;
[HOTKEY_LEATHER_BACKPACK:R]&lt;br /&gt;
[HOTKEY_LEATHER_QUIVER:V]&lt;br /&gt;
[HOTKEY_LEATHER_IMAGE:I]&lt;br /&gt;
[HOTKEY_CLOTHES_MAT_PLANT:W]&lt;br /&gt;
[HOTKEY_CLOTHES_MAT_SILK:S]&lt;br /&gt;
[HOTKEY_CLOTHES_SHIRT:T]&lt;br /&gt;
[HOTKEY_CLOTHES_CLOAK:K]&lt;br /&gt;
[HOTKEY_CLOTHES_BOX:B]&lt;br /&gt;
[HOTKEY_CLOTHES_CHAIN:N]&lt;br /&gt;
[HOTKEY_CLOTHES_IMAGE:I]&lt;br /&gt;
[HOTKEY_CRAFTS_MAT_STONE:G]&lt;br /&gt;
[HOTKEY_CRAFTS_MAT_WOOD:W]&lt;br /&gt;
[HOTKEY_CRAFTS_DEC_BONE:D]&lt;br /&gt;
[HOTKEY_CRAFTS_DEC_SHELL:E]&lt;br /&gt;
[HOTKEY_CRAFTS_TOTEM:T]&lt;br /&gt;
[HOTKEY_CRAFTS_CLOTH:H]&lt;br /&gt;
[HOTKEY_CRAFTS_SILK:K]&lt;br /&gt;
[HOTKEY_CRAFTS_SHELL:R]&lt;br /&gt;
[HOTKEY_CRAFTS_BONE:B]&lt;br /&gt;
[HOTKEY_CRAFTS_LEATHER:L]&lt;br /&gt;
[HOTKEY_CRAFTS_MAT_CRAFTS:C]&lt;br /&gt;
[HOTKEY_CRAFTS_MAT_GOBLET:Y]&lt;br /&gt;
[HOTKEY_CRAFTS_MAT_INSTRUMENT:M]&lt;br /&gt;
[HOTKEY_CRAFTS_MAT_TOY:Z]&lt;br /&gt;
[HOTKEY_SMITH_WEAPON:W]&lt;br /&gt;
[HOTKEY_SMITH_ARMOR:A]&lt;br /&gt;
[HOTKEY_SMITH_FURNITURE:F]&lt;br /&gt;
[HOTKEY_SMITH_SIEGE:P]&lt;br /&gt;
[HOTKEY_SMITH_TRAP:T]&lt;br /&gt;
[HOTKEY_SMITH_OTHER:O]&lt;br /&gt;
[HOTKEY_SMITH_METAL:N]&lt;br /&gt;
[HOTKEY_BUILDING_ARMORSTAND:A]&lt;br /&gt;
[HOTKEY_BUILDING_BED:B]&lt;br /&gt;
[HOTKEY_BUILDING_CHAIR:C]&lt;br /&gt;
[HOTKEY_BUILDING_COFFIN:N]&lt;br /&gt;
[HOTKEY_BUILDING_DOOR:D]&lt;br /&gt;
[HOTKEY_BUILDING_FLOODGATE:X]&lt;br /&gt;
[HOTKEY_BUILDING_CABINET:F]&lt;br /&gt;
[HOTKEY_BUILDING_BOX:H]&lt;br /&gt;
[HOTKEY_BUILDING_KENNEL:K]&lt;br /&gt;
[HOTKEY_BUILDING_FARMPLOT:P]&lt;br /&gt;
[HOTKEY_BUILDING_WEAPONRACK:R]&lt;br /&gt;
[HOTKEY_BUILDING_STATUE:S]&lt;br /&gt;
[HOTKEY_BUILDING_TABLE:T]&lt;br /&gt;
[HOTKEY_BUILDING_ROAD_PAVED:O]&lt;br /&gt;
[HOTKEY_BUILDING_ROAD_DIRT:SHIFT+O]&lt;br /&gt;
[HOTKEY_BUILDING_BRIDGE:G]&lt;br /&gt;
[HOTKEY_BUILDING_WELL:L]&lt;br /&gt;
[HOTKEY_BUILDING_SIEGEENGINE:I]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP:W]&lt;br /&gt;
[HOTKEY_BUILDING_FURNACE:E]&lt;br /&gt;
[HOTKEY_BUILDING_WINDOW_GLASS:Y]&lt;br /&gt;
[HOTKEY_BUILDING_WINDOW_GEM:SHIFT+Y]&lt;br /&gt;
[HOTKEY_BUILDING_CONSTRUCTION:SHIFT+C]&lt;br /&gt;
[HOTKEY_BUILDING_SHOP:Z]&lt;br /&gt;
[HOTKEY_BUILDING_ANIMALTRAP:M]&lt;br /&gt;
[HOTKEY_BUILDING_CHAIN:V]&lt;br /&gt;
[HOTKEY_BUILDING_CAGE:J]&lt;br /&gt;
[HOTKEY_BUILDING_TRADEDEPOT:SHIFT+D]&lt;br /&gt;
[HOTKEY_BUILDING_TRAP:SHIFT+T]&lt;br /&gt;
[HOTKEY_BUILDING_MACHINE:SHIFT+M]&lt;br /&gt;
[HOTKEY_BUILDING_SUPPORT:SHIFT+S]&lt;br /&gt;
[HOTKEY_BUILDING_ARCHERYTARGET:SHIFT+A]&lt;br /&gt;
[HOTKEY_BUILDING_HATCH:SHIFT+H]&lt;br /&gt;
[HOTKEY_BUILDING_GRATE_WALL:SHIFT+W]&lt;br /&gt;
[HOTKEY_BUILDING_GRATE_FLOOR:SHIFT+G]&lt;br /&gt;
[HOTKEY_BUILDING_BARS_VERTICAL:SHIFT+B]&lt;br /&gt;
[HOTKEY_BUILDING_BARS_FLOOR:ALT+B]&lt;br /&gt;
[HOTKEY_BUILDING_MACHINE_SCREW_PUMP:S]&lt;br /&gt;
[HOTKEY_BUILDING_MACHINE_WATER_WHEEL:W]&lt;br /&gt;
[HOTKEY_BUILDING_MACHINE_WINDMILL:M]&lt;br /&gt;
[HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY:G]&lt;br /&gt;
[HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL:H]&lt;br /&gt;
[HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL:V]&lt;br /&gt;
[HOTKEY_BUILDING_SIEGEENGINE_BALLISTA:B]&lt;br /&gt;
[HOTKEY_BUILDING_SIEGEENGINE_CATAPULT:C]&lt;br /&gt;
[HOTKEY_BUILDING_TRAP_STONE:S]&lt;br /&gt;
[HOTKEY_BUILDING_TRAP_WEAPON:W]&lt;br /&gt;
[HOTKEY_BUILDING_TRAP_LEVER:L]&lt;br /&gt;
[HOTKEY_BUILDING_TRAP_TRIGGER:P]&lt;br /&gt;
[HOTKEY_BUILDING_TRAP_CAGE:C]&lt;br /&gt;
[HOTKEY_BUILDING_TRAP_SPIKE:SHIFT+S]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_LEATHER:E]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_QUERN:Q]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_MILLSTONE:SHIFT+M]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_LOOM:O]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_CLOTHES:K]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_BOWYER:B]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_CARPENTER:C]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_METALSMITH:F]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_LAVAMILL:V]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_JEWELER:J]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_MASON:M]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_BUTCHER:U]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_TANNER:N]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN:R]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_SIEGE:S]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_MECHANIC:T]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_STILL:L]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_FARMER:W]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_KITCHEN:Z]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_FISHERY:H]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_LAB:A]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_ASHERY:Y]&lt;br /&gt;
[HOTKEY_BUILDING_WORKSHOP_DYER:D]&lt;br /&gt;
[HOTKEY_BUILDING_FURNACE_WOOD:W]&lt;br /&gt;
[HOTKEY_BUILDING_FURNACE_SMELTER:S]&lt;br /&gt;
[HOTKEY_BUILDING_FURNACE_GLASS:G]&lt;br /&gt;
[HOTKEY_BUILDING_FURNACE_KILN:K]&lt;br /&gt;
[HOTKEY_BUILDING_FURNACE_SMELTER_LAVA:L]&lt;br /&gt;
[HOTKEY_BUILDING_FURNACE_GLASS_LAVA:A]&lt;br /&gt;
[HOTKEY_BUILDING_FURNACE_KILN_LAVA:N]&lt;br /&gt;
[HOTKEY_BUILDING_CONSTRUCTION_WALL:W]&lt;br /&gt;
[HOTKEY_BUILDING_CONSTRUCTION_FLOOR:F]&lt;br /&gt;
[HOTKEY_BUILDING_CONSTRUCTION_RAMP:R]&lt;br /&gt;
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP:U]&lt;br /&gt;
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN:D]&lt;br /&gt;
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN:X]&lt;br /&gt;
[HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION:SHIFT+F]&lt;br /&gt;
[D_ONESTEP:PERIOD]&lt;br /&gt;
[D_PAUSE:SPACE]&lt;br /&gt;
[D_DEPOT:SHIFT+D]&lt;br /&gt;
[D_HOT_KEYS:H]&lt;br /&gt;
[D_HOTKEY1:F1]&lt;br /&gt;
[D_HOTKEY2:F2]&lt;br /&gt;
[D_HOTKEY3:F3]&lt;br /&gt;
[D_HOTKEY4:F4]&lt;br /&gt;
[D_HOTKEY5:F5]&lt;br /&gt;
[D_HOTKEY6:F6]&lt;br /&gt;
[D_HOTKEY7:F7]&lt;br /&gt;
[D_HOTKEY8:F8]&lt;br /&gt;
[D_HOTKEY9:SHIFT+F1]&lt;br /&gt;
[D_HOTKEY10:SHIFT+F2]&lt;br /&gt;
[D_HOTKEY11:SHIFT+F3]&lt;br /&gt;
[D_HOTKEY12:SHIFT+F4]&lt;br /&gt;
[D_HOTKEY13:SHIFT+F5]&lt;br /&gt;
[D_HOTKEY14:SHIFT+F6]&lt;br /&gt;
[D_HOTKEY15:SHIFT+F7]&lt;br /&gt;
[D_HOTKEY16:SHIFT+F8]&lt;br /&gt;
[D_HOTKEY_CHANGE_NAME:N]&lt;br /&gt;
[D_HOTKEY_ZOOM:Z]&lt;br /&gt;
[D_ANNOUNCE:A]&lt;br /&gt;
[D_BUILDING:B]&lt;br /&gt;
[D_CIVLIST:C]&lt;br /&gt;
[D_DESIGNATE:D]&lt;br /&gt;
[D_ARTLIST:L]&lt;br /&gt;
[D_NOBLES:N]&lt;br /&gt;
[D_ORDERS:O]&lt;br /&gt;
[D_MILITARY:M]&lt;br /&gt;
[D_ROOMS:R]&lt;br /&gt;
[D_SQUADS:X]&lt;br /&gt;
[D_STOCKPILES:P]&lt;br /&gt;
[D_CIVZONE:I]&lt;br /&gt;
[D_VIEWUNIT:V]&lt;br /&gt;
[D_JOBLIST:J]&lt;br /&gt;
[D_UNITLIST:U]&lt;br /&gt;
[D_LOOK:K]&lt;br /&gt;
[D_NOTE:SHIFT+N]&lt;br /&gt;
[D_NOTE_PLACE:P]&lt;br /&gt;
[D_NOTE_DELETE:D]&lt;br /&gt;
[D_NOTE_ENTER:N]&lt;br /&gt;
[D_NOTE_ADOPT_SYMBOL:S]&lt;br /&gt;
[D_NOTE_CHANGE_SELECTION:C]&lt;br /&gt;
[D_BUILDJOB:Q]&lt;br /&gt;
[D_STATUS:Z]&lt;br /&gt;
[D_BUILDITEM:T]&lt;br /&gt;
[D_VISUALIZE:SHIFT+V]&lt;br /&gt;
[A_ENTER_NAME:E]&lt;br /&gt;
[A_CUST_NAME:C]&lt;br /&gt;
[A_RANDOM_NAME:R]&lt;br /&gt;
[A_CHANGE_GENDER:G]&lt;br /&gt;
[A_END_TRAVEL:SHIFT+PERIOD]&lt;br /&gt;
[A_TRAVEL_CLOUDS:C]&lt;br /&gt;
[A_LOG:SHIFT+Q]&lt;br /&gt;
[A_TRAVEL_LOG:SHIFT+Q]&lt;br /&gt;
[A_LOG_TASKS:T]&lt;br /&gt;
[A_LOG_ENTITIES:E]&lt;br /&gt;
[A_LOG_SITES:S]&lt;br /&gt;
[A_LOG_SUBREGIONS:R]&lt;br /&gt;
[A_LOG_ZOOM_CURRENT_LOCATION:C]&lt;br /&gt;
[A_LOG_ZOOM_SELECTED:Z]&lt;br /&gt;
[A_LOG_LINE:L]&lt;br /&gt;
[A_LOG_MAP:M]&lt;br /&gt;
[ORDERS_AUTOFORBID:SHIFT+F]&lt;br /&gt;
[ORDERS_FORBID_PROJECTILE:P]&lt;br /&gt;
[ORDERS_FORBID_YOUR_CORPSE:C]&lt;br /&gt;
[ORDERS_FORBID_YOUR_ITEMS:I]&lt;br /&gt;
[ORDERS_FORBID_OTHER_CORPSE:O]&lt;br /&gt;
[ORDERS_FORBID_OTHER_ITEMS:T]&lt;br /&gt;
[ORDERS_REFUSE_GATHER:R]&lt;br /&gt;
[ORDERS_REFUSE_OUTSIDE:O]&lt;br /&gt;
[ORDERS_REFUSE_DUMP_CORPSE:C]&lt;br /&gt;
[ORDERS_REFUSE_DUMP_SKULL:L]&lt;br /&gt;
[ORDERS_REFUSE_DUMP_BONE:B]&lt;br /&gt;
[ORDERS_REFUSE_DUMP_SHELL:S]&lt;br /&gt;
[ORDERS_REFUSE_DUMP_SKIN:I]&lt;br /&gt;
[ORDERS_REFUSE_DUMP_OTHER:K]&lt;br /&gt;
[ORDERS_GATHER_FURNITURE:U]&lt;br /&gt;
[ORDERS_GATHER_ANIMALS:A]&lt;br /&gt;
[ORDERS_GATHER_FOOD:F]&lt;br /&gt;
[ORDERS_GATHER_BODIES:G]&lt;br /&gt;
[ORDERS_REFUSE:R]&lt;br /&gt;
[ORDERS_GATHER_STONE:S]&lt;br /&gt;
[ORDERS_GATHER_WOOD:W]&lt;br /&gt;
[ORDERS_ALL_HARVEST:H]&lt;br /&gt;
[ORDERS_INDOORS:I]&lt;br /&gt;
[ORDERS_SAMEPILE:P]&lt;br /&gt;
[ORDERS_MIXFOODS:M]&lt;br /&gt;
[ORDERS_WORKSHOP:SHIFT+W]&lt;br /&gt;
[ORDERS_COLLECT_WEB:W]&lt;br /&gt;
[ORDERS_SLAUGHTER:S]&lt;br /&gt;
[ORDERS_BUTCHER:B]&lt;br /&gt;
[ORDERS_TAN:T]&lt;br /&gt;
[ORDERS_LOOM:L]&lt;br /&gt;
[ORDERS_ZONE:Z]&lt;br /&gt;
[ORDERS_ZONE_DRINKING:D]&lt;br /&gt;
[ORDERS_ZONE_FISHING:F]&lt;br /&gt;
[ORDERS_DYED_CLOTH:D]&lt;br /&gt;
[ORDERS_EXCEPTIONS:X]&lt;br /&gt;
[DESTROYBUILDING:X]&lt;br /&gt;
[SUSPENDBUILDING:S]&lt;br /&gt;
[MENU_CONFIRM:Y]&lt;br /&gt;
[SAVE_BINDINGS:S]&lt;br /&gt;
[CHANGE_BINDINGS:K]&lt;br /&gt;
[HOTKEY_ALCHEMIST_SOAP:S]&lt;br /&gt;
[HOTKEY_STILL_BREW:B]&lt;br /&gt;
[HOTKEY_STILL_EXTRACT:E]&lt;br /&gt;
[HOTKEY_LOOM_COLLECT_SILK:C]&lt;br /&gt;
[HOTKEY_LOOM_WEAVE_CLOTH:W]&lt;br /&gt;
[HOTKEY_LOOM_WEAVE_SILK:S]&lt;br /&gt;
[HOTKEY_LOOM_WEAVE_METAL:A]&lt;br /&gt;
[HOTKEY_KITCHEN_COOK_2:A]&lt;br /&gt;
[HOTKEY_KITCHEN_COOK_3:B]&lt;br /&gt;
[HOTKEY_KITCHEN_COOK_4:C]&lt;br /&gt;
[HOTKEY_KITCHEN_RENDER_FAT:F]&lt;br /&gt;
[HOTKEY_FARMER_PROCESS:P]&lt;br /&gt;
[HOTKEY_FARMER_PROCESS_VIAL:V]&lt;br /&gt;
[HOTKEY_FARMER_PROCESS_BAG:B]&lt;br /&gt;
[HOTKEY_FARMER_PROCESS_BARREL:L]&lt;br /&gt;
[HOTKEY_FARMER_CHEESE:C]&lt;br /&gt;
[HOTKEY_FARMER_MILK:M]&lt;br /&gt;
[HOTKEY_MILL_MILL:P]&lt;br /&gt;
[HOTKEY_KENNEL_TRAIN_HUNT:H]&lt;br /&gt;
[HOTKEY_KENNEL_CATCH_VERMIN:A]&lt;br /&gt;
[HOTKEY_KENNEL_TAME_VERMIN:T]&lt;br /&gt;
[HOTKEY_KENNEL_TAME_UNIT:M]&lt;br /&gt;
[HOTKEY_KENNEL_TRAIN_WAR:W]&lt;br /&gt;
[HOTKEY_FISHERY_PROCESS:P]&lt;br /&gt;
[HOTKEY_FISHERY_EXTRACT:E]&lt;br /&gt;
[HOTKEY_FISHERY_CATCH:F]&lt;br /&gt;
[HOTKEY_BUTCHER_BUTCHER:B]&lt;br /&gt;
[HOTKEY_BUTCHER_EXTRACT:E]&lt;br /&gt;
[HOTKEY_BUTCHER_CATCH:A]&lt;br /&gt;
[HOTKEY_TANNER_TAN:T]&lt;br /&gt;
[HOTKEY_DYER_THREAD:T]&lt;br /&gt;
[HOTKEY_DYER_CLOTH:C]&lt;br /&gt;
[HOTKEY_JEWELER_FURNITURE:F]&lt;br /&gt;
[HOTKEY_JEWELER_FINISHED:G]&lt;br /&gt;
[HOTKEY_JEWELER_AMMO:A]&lt;br /&gt;
[HOTKEY_JEWELER_CUT:C]&lt;br /&gt;
[HOTKEY_JEWELER_ENCRUST:E]&lt;br /&gt;
[HOTKEY_MECHANIC_PARTS:T]&lt;br /&gt;
[HOTKEY_MASON_ARMORSTAND:A]&lt;br /&gt;
[HOTKEY_MASON_BLOCKS:B]&lt;br /&gt;
[HOTKEY_MASON_CHAIR:C]&lt;br /&gt;
[HOTKEY_MASON_COFFIN:P]&lt;br /&gt;
[HOTKEY_MASON_DOOR:D]&lt;br /&gt;
[HOTKEY_MASON_FLOODGATE:L]&lt;br /&gt;
[HOTKEY_MASON_HATCH_COVER:SHIFT+H]&lt;br /&gt;
[HOTKEY_MASON_GRATE:SHIFT+G]&lt;br /&gt;
[HOTKEY_MASON_CABINET:F]&lt;br /&gt;
[HOTKEY_MASON_BOX:H]&lt;br /&gt;
[HOTKEY_MASON_STATUE:U]&lt;br /&gt;
[HOTKEY_MASON_TABLE:T]&lt;br /&gt;
[HOTKEY_MASON_WEAPONRACK:W]&lt;br /&gt;
[HOTKEY_MASON_QUERN:Q]&lt;br /&gt;
[HOTKEY_MASON_MILLSTONE:M]&lt;br /&gt;
[HOTKEY_TRAP_BRIDGE:B]&lt;br /&gt;
[HOTKEY_TRAP_DOOR:D]&lt;br /&gt;
[HOTKEY_TRAP_FLOODGATE:F]&lt;br /&gt;
[HOTKEY_TRAP_HATCH:H]&lt;br /&gt;
[HOTKEY_TRAP_GRATE_WALL:W]&lt;br /&gt;
[HOTKEY_TRAP_GRATE_FLOOR:G]&lt;br /&gt;
[HOTKEY_TRAP_BARS_VERTICAL:SHIFT+B]&lt;br /&gt;
[HOTKEY_TRAP_BARS_FLOOR:ALT+B]&lt;br /&gt;
[HOTKEY_TRAP_SUPPORT:S]&lt;br /&gt;
[HOTKEY_TRAP_CHAIN:C]&lt;br /&gt;
[HOTKEY_TRAP_CAGE:J]&lt;br /&gt;
[HOTKEY_TRAP_SPIKE:SHIFT+S]&lt;br /&gt;
[HOTKEY_TRAP_GEAR_ASSEMBLY:A]&lt;br /&gt;
[HOTKEY_TRAP_PULL_LEVER:SHIFT+P]&lt;br /&gt;
[BUILDJOB_ADD:A]&lt;br /&gt;
[BUILDJOB_CANCEL:C]&lt;br /&gt;
[BUILDJOB_PROMOTE:P]&lt;br /&gt;
[BUILDJOB_REPEAT:R]&lt;br /&gt;
[BUILDJOB_SUSPEND:S]&lt;br /&gt;
[BUILDJOB_WORKSHOP_PROFILE:SHIFT+P]&lt;br /&gt;
[BUILDJOB_WELL_FREE:F]&lt;br /&gt;
[BUILDJOB_WELL_SIZE:R]&lt;br /&gt;
[BUILDJOB_TARGET_FREE:F]&lt;br /&gt;
[BUILDJOB_TARGET_SIZE:R]&lt;br /&gt;
[BUILDJOB_TARGET_DOWN:S]&lt;br /&gt;
[BUILDJOB_TARGET_UP:W]&lt;br /&gt;
[BUILDJOB_TARGET_RIGHT:D]&lt;br /&gt;
[BUILDJOB_TARGET_LEFT:A]&lt;br /&gt;
[BUILDJOB_STATUE_ASSIGN:A]&lt;br /&gt;
[BUILDJOB_STATUE_FREE:F]&lt;br /&gt;
[BUILDJOB_STATUE_SIZE:R]&lt;br /&gt;
[BUILDJOB_CAGE_JUSTICE:J]&lt;br /&gt;
[BUILDJOB_CAGE_FREE:F]&lt;br /&gt;
[BUILDJOB_CAGE_SIZE:R]&lt;br /&gt;
[BUILDJOB_CAGE_ASSIGN_OCC:A]&lt;br /&gt;
[BUILDJOB_CAGE_WATER:W]&lt;br /&gt;
[BUILDJOB_CAGE_ASSIGN:O]&lt;br /&gt;
[BUILDJOB_CHAIN_ASSIGN_OCC:A]&lt;br /&gt;
[BUILDJOB_CHAIN_JUSTICE:J]&lt;br /&gt;
[BUILDJOB_CHAIN_ASSIGN:O]&lt;br /&gt;
[BUILDJOB_CHAIN_FREE:F]&lt;br /&gt;
[BUILDJOB_CHAIN_SIZE:R]&lt;br /&gt;
[BUILDJOB_SIEGE_FIRING:F]&lt;br /&gt;
[BUILDJOB_SIEGE_ORIENT:O]&lt;br /&gt;
[BUILDJOB_DOOR_INTERNAL:S]&lt;br /&gt;
[BUILDJOB_DOOR_LOCK:L]&lt;br /&gt;
[BUILDJOB_DOOR_AJAR:O]&lt;br /&gt;
[BUILDJOB_COFFIN_ASSIGN:A]&lt;br /&gt;
[BUILDJOB_COFFIN_FREE:F]&lt;br /&gt;
[BUILDJOB_COFFIN_SIZE:R]&lt;br /&gt;
[BUILDJOB_COFFIN_BURIAL:B]&lt;br /&gt;
[BUILDJOB_COFFIN_CIV:C]&lt;br /&gt;
[BUILDJOB_COFFIN_PET:P]&lt;br /&gt;
[BUILDJOB_CHAIR_ASSIGN:A]&lt;br /&gt;
[BUILDJOB_CHAIR_FREE:F]&lt;br /&gt;
[BUILDJOB_CHAIR_SIZE:R]&lt;br /&gt;
[BUILDJOB_TABLE_ASSIGN:A]&lt;br /&gt;
[BUILDJOB_TABLE_HALL:H]&lt;br /&gt;
[BUILDJOB_TABLE_FREE:F]&lt;br /&gt;
[BUILDJOB_TABLE_SIZE:R]&lt;br /&gt;
[BUILDJOB_BED_ASSIGN:A]&lt;br /&gt;
[BUILDJOB_BED_FREE:F]&lt;br /&gt;
[BUILDJOB_BED_BARRACKS:B]&lt;br /&gt;
[BUILDJOB_BED_RENT:T]&lt;br /&gt;
[BUILDJOB_BED_SIZE:R]&lt;br /&gt;
[BUILDJOB_DEPOT_BRING:G]&lt;br /&gt;
[BUILDJOB_DEPOT_TRADE:T]&lt;br /&gt;
[BUILDJOB_DEPOT_REQUEST_TRADER:R]&lt;br /&gt;
[BUILDJOB_DEPOT_BROKER_ONLY:B]&lt;br /&gt;
[BUILDJOB_ANIMALTRAP_BAIT_NONE:Z]&lt;br /&gt;
[BUILDJOB_ANIMALTRAP_BAIT_MEAT:M]&lt;br /&gt;
[BUILDJOB_ANIMALTRAP_BAIT_FISH:F]&lt;br /&gt;
[BUILDJOB_ANIMALTRAP_BAIT_GEM:G]&lt;br /&gt;
[BUILDJOB_FARM_FALLOW:Z]&lt;br /&gt;
[BUILDJOB_FARM_FERTILIZE:F]&lt;br /&gt;
[BUILDJOB_FARM_SEASFERT:S]&lt;br /&gt;
[BUILDJOB_FARM_SPRING:A]&lt;br /&gt;
[BUILDJOB_FARM_SUMMER:B]&lt;br /&gt;
[BUILDJOB_FARM_AUTUMN:C]&lt;br /&gt;
[BUILDJOB_FARM_WINTER:D]&lt;br /&gt;
[BUILDJOB_STOCKPILE_MASTER:T]&lt;br /&gt;
[BUILDJOB_STOCKPILE_DELETE_CHILD:D]&lt;br /&gt;
[BUILDJOB_STOCKPILE_SETTINGS:S]&lt;br /&gt;
[BUILDJOB_STOCKPILE_BARREL_UP:R]&lt;br /&gt;
[BUILDJOB_STOCKPILE_BARREL_DOWN:E]&lt;br /&gt;
[BUILDJOB_STOCKPILE_BARREL_ZERO:SHIFT+E]&lt;br /&gt;
[BUILDJOB_STOCKPILE_BARREL_MAX:SHIFT+R]&lt;br /&gt;
[BUILDJOB_STOCKPILE_BIN_UP:V]&lt;br /&gt;
[BUILDJOB_STOCKPILE_BIN_DOWN:C]&lt;br /&gt;
[BUILDJOB_STOCKPILE_BIN_ZERO:SHIFT+C]&lt;br /&gt;
[BUILDJOB_STOCKPILE_BIN_MAX:SHIFT+V]&lt;br /&gt;
[BUILDJOB_RACK_MAT_BONE:B]&lt;br /&gt;
[BUILDJOB_RACK_MAT_BRONZE:Z]&lt;br /&gt;
[BUILDJOB_RACK_MAT_COPPER:C]&lt;br /&gt;
[BUILDJOB_RACK_MAT_IRON:I]&lt;br /&gt;
[BUILDJOB_RACK_MAT_STEEL:E]&lt;br /&gt;
[BUILDJOB_RACK_MAT_WOOD:W]&lt;br /&gt;
[BUILDJOB_RACK_MAT_METAL:A]&lt;br /&gt;
[BUILDJOB_STAND_MAT_BONE:B]&lt;br /&gt;
[BUILDJOB_STAND_MAT_LEATHER:L]&lt;br /&gt;
[BUILDJOB_STAND_MAT_COPPER:C]&lt;br /&gt;
[BUILDJOB_STAND_MAT_BRONZE:Z]&lt;br /&gt;
[BUILDJOB_STAND_MAT_STEEL:E]&lt;br /&gt;
[BUILDJOB_STAND_MAT_IRON:I]&lt;br /&gt;
[BUILDJOB_STAND_MAT_WOOD:W]&lt;br /&gt;
[BUILDJOB_STAND_MAT_METAL:A]&lt;br /&gt;
[BUILDJOB_RACKSTAND_ASSIGN:A]&lt;br /&gt;
[BUILDJOB_RACKSTAND_FREE:F]&lt;br /&gt;
[BUILDJOB_RACKSTAND_SIZE:R]&lt;br /&gt;
[BUILDJOB_RACKSTAND_ITEM:I]&lt;br /&gt;
[BUILDJOB_RACKSTAND_MAT:M]&lt;br /&gt;
[BUILDJOB_RACKSTAND_DEFAULTS1:S]&lt;br /&gt;
[BUILDJOB_RACKSTAND_KILL1:C]&lt;br /&gt;
[BUILDJOB_RACKSTAND_DEFAULTS2:B]&lt;br /&gt;
[BUILDJOB_RACKSTAND_KILL2:D]&lt;br /&gt;
[STOCKPILE_SETTINGS_ENABLE:E]&lt;br /&gt;
[STOCKPILE_SETTINGS_DISABLE:D]&lt;br /&gt;
[STOCKPILE_SETTINGS_PERMIT_ALL:A]&lt;br /&gt;
[STOCKPILE_SETTINGS_FORBID_ALL:B]&lt;br /&gt;
[STOCKPILE_SETTINGS_PERMIT_SUB:P]&lt;br /&gt;
[STOCKPILE_SETTINGS_FORBID_SUB:F]&lt;br /&gt;
[STOCKPILE_SETTINGS_SPECIFIC1:U]&lt;br /&gt;
[STOCKPILE_SETTINGS_SPECIFIC2:J]&lt;br /&gt;
[D_BITEM_FORBID:F]&lt;br /&gt;
[D_BITEM_DUMP:D]&lt;br /&gt;
[D_BITEM_MELT:M]&lt;br /&gt;
[D_BITEM_HIDE:H]&lt;br /&gt;
[D_LOOK_FORBID:F]&lt;br /&gt;
[D_LOOK_DUMP:D]&lt;br /&gt;
[D_LOOK_MELT:M]&lt;br /&gt;
[D_LOOK_HIDE:H]&lt;br /&gt;
[SQUAD_LOCK:L]&lt;br /&gt;
[SQUAD_STATION:S]&lt;br /&gt;
[SQUAD_CLEAR_PATROL:X]&lt;br /&gt;
[SQUAD_PATROL:P]&lt;br /&gt;
[SQUAD_ZOOM:Z]&lt;br /&gt;
[MOVIE_RECORD:R]&lt;br /&gt;
[MOVIE_PLAY:P]&lt;br /&gt;
[MOVIE_SAVE:S]&lt;br /&gt;
[MOVIE_LOAD:L]&lt;br /&gt;
[ASSIGNTRADE_VIEW:V]&lt;br /&gt;
[ASSIGNTRADE_STRING:S]&lt;br /&gt;
[ASSIGNTRADE_EXCLUDE_PROHIBITED:M]&lt;br /&gt;
[ASSIGNTRADE_PENDING:P]&lt;br /&gt;
[ASSIGNTRADE_SORT:D]&lt;br /&gt;
[NOBLELIST_REPLACE:R]&lt;br /&gt;
[NOBLELIST_SETTINGS:S]&lt;br /&gt;
[NOBLELIST_VIEW_CANDIDATE:V]&lt;br /&gt;
[A_BARTER_VIEW:V]&lt;br /&gt;
[A_BARTER_CURRENCY_1:A]&lt;br /&gt;
[A_BARTER_CURRENCY_2:S]&lt;br /&gt;
[A_BARTER_CURRENCY_3:D]&lt;br /&gt;
[A_BARTER_CURRENCY_4:F]&lt;br /&gt;
[A_BARTER_CURRENCY_5:G]&lt;br /&gt;
[A_BARTER_CURRENCY_6:H]&lt;br /&gt;
[A_BARTER_CURRENCY_7:J]&lt;br /&gt;
[A_BARTER_CURRENCY_8:K]&lt;br /&gt;
[A_BARTER_CURRENCY_9:L]&lt;br /&gt;
[A_BARTER_TRADE:T]&lt;br /&gt;
[trADE_VIEW:V]&lt;br /&gt;
[trADE_TRADE:T]&lt;br /&gt;
[trADE_OFFER:O]&lt;br /&gt;
[trADE_SEIZE:S]&lt;br /&gt;
[STORES_VIEW:V]&lt;br /&gt;
[STORES_ZOOM:Z]&lt;br /&gt;
[STORES_FORBID:F]&lt;br /&gt;
[STORES_MELT:M]&lt;br /&gt;
[STORES_DUMP:D]&lt;br /&gt;
[STORES_HIDE:H]&lt;br /&gt;
[MILITARY_ACTIVATE:A]&lt;br /&gt;
[MILITARY_VIEW:V]&lt;br /&gt;
[MILITARY_WEAPON:W]&lt;br /&gt;
[MILITARY_ZOOM:C]&lt;br /&gt;
[SQUADINFO_FOOD:F]&lt;br /&gt;
[SQUADINFO_SLEEP:S]&lt;br /&gt;
[SQUADINFO_WATER:W]&lt;br /&gt;
[SQUADINFO_STAYCLOSE:C]&lt;br /&gt;
[SQUADINFO_ATTACKWILDS:A]&lt;br /&gt;
[SQUADINFO_STANDDOWN:T]&lt;br /&gt;
[SQUADINFO_ZOOM:Z]&lt;br /&gt;
[UNITJOB_REMOVE_CRE:R]&lt;br /&gt;
[UNITJOB_ZOOM_CRE:C]&lt;br /&gt;
[UNITJOB_ZOOM_BUILD:B]&lt;br /&gt;
[UNITJOB_VIEW:V]&lt;br /&gt;
[UNITJOB_MANAGER:M]&lt;br /&gt;
[MANAGER_NEW_ORDER:Q]&lt;br /&gt;
[MANAGER_REMOVE:R]&lt;br /&gt;
[MANAGER_PROMOTE:P]&lt;br /&gt;
[MANAGER_MAX:T]&lt;br /&gt;
[MANAGER_WAGES:W]&lt;br /&gt;
[PET_BUTCHER:B]&lt;br /&gt;
[KITCHEN_COOK:C]&lt;br /&gt;
[KITCHEN_BREW:B]&lt;br /&gt;
[SETUPGAME_NEW:N]&lt;br /&gt;
[SETUPGAME_VIEW:V]&lt;br /&gt;
[SETUPGAME_CUSTOMIZE_UNIT:C]&lt;br /&gt;
[SETUPGAME_SAVE_PROFILE:S]&lt;br /&gt;
[SETUPGAME_SAVE_PROFILE_ABORT:SHIFT+SPACE]&lt;br /&gt;
[SETUPGAME_SAVE_PROFILE_GO:ENTER]&lt;br /&gt;
[SETUPGAME_VIEW_PROFILE_PROBLEMS:P]&lt;br /&gt;
[CIVZONE_REMOVE:X]&lt;br /&gt;
[CIVZONE_WATER_SOURCE:W]&lt;br /&gt;
[CIVZONE_FISH:F]&lt;br /&gt;
[CIVZONE_DUMP:G]&lt;br /&gt;
[CIVZONE_POND:P]&lt;br /&gt;
[CIVZONE_SAND_COLLECT:S]&lt;br /&gt;
[CIVZONE_MEETING:M]&lt;br /&gt;
[CIVZONE_ACTIVE:A]&lt;br /&gt;
[CIVZONE_POND_OPTIONS:SHIFT+P]&lt;br /&gt;
[CIVZONE_POND_WATER:F]&lt;br /&gt;
[STOCKPILE_ANIMAL:A]&lt;br /&gt;
[STOCKPILE_FOOD:F]&lt;br /&gt;
[STOCKPILE_FURNITURE:U]&lt;br /&gt;
[STOCKPILE_GRAVEYARD:Y]&lt;br /&gt;
[STOCKPILE_REFUSE:R]&lt;br /&gt;
[STOCKPILE_WOOD:W]&lt;br /&gt;
[STOCKPILE_STONE:S]&lt;br /&gt;
[STOCKPILE_GEM:E]&lt;br /&gt;
[STOCKPILE_BARBLOCK:B]&lt;br /&gt;
[STOCKPILE_CLOTH:H]&lt;br /&gt;
[STOCKPILE_LEATHER:L]&lt;br /&gt;
[STOCKPILE_AMMO:Z]&lt;br /&gt;
[STOCKPILE_COINS:N]&lt;br /&gt;
[STOCKPILE_FINISHED:G]&lt;br /&gt;
[STOCKPILE_WEAPON:P]&lt;br /&gt;
[STOCKPILE_ARMOR:D]&lt;br /&gt;
[STOCKPILE_CUSTOM:C]&lt;br /&gt;
[STOCKPILE_CUSTOM_SETTINGS:T]&lt;br /&gt;
[STOCKPILE_NONE:X]&lt;br /&gt;
[DESIGNATE_BITEM:B]&lt;br /&gt;
[DESIGNATE_CLAIM:C]&lt;br /&gt;
[DESIGNATE_UNCLAIM:F]&lt;br /&gt;
[DESIGNATE_MELT:M]&lt;br /&gt;
[DESIGNATE_NO_MELT:SHIFT+M]&lt;br /&gt;
[DESIGNATE_DUMP:D]&lt;br /&gt;
[DESIGNATE_NO_DUMP:SHIFT+D]&lt;br /&gt;
[DESIGNATE_HIDE:H]&lt;br /&gt;
[DESIGNATE_NO_HIDE:SHIFT+H]&lt;br /&gt;
[DESIGNATE_DIG:D]&lt;br /&gt;
[DESIGNATE_DIG_REMOVE_STAIRS_RAMPS:Z]&lt;br /&gt;
[DESIGNATE_STAIR_UP:U]&lt;br /&gt;
[DESIGNATE_STAIR_DOWN:J]&lt;br /&gt;
[DESIGNATE_STAIR_UPDOWN:I]&lt;br /&gt;
[DESIGNATE_TRAFFIC:O]&lt;br /&gt;
[DESIGNATE_TRAFFIC_HIGH:H]&lt;br /&gt;
[DESIGNATE_TRAFFIC_NORMAL:N]&lt;br /&gt;
[DESIGNATE_TRAFFIC_LOW:L]&lt;br /&gt;
[DESIGNATE_TRAFFIC_RESTRICTED:R]&lt;br /&gt;
[DESIGNATE_TRAFFIC_INCREASE_WEIGHT:W]&lt;br /&gt;
[DESIGNATE_TRAFFIC_DECREASE_WEIGHT:Q]&lt;br /&gt;
[DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE:SHIFT+W]&lt;br /&gt;
[DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE:SHIFT+Q]&lt;br /&gt;
[DESIGNATE_RAMP:R]&lt;br /&gt;
[DESIGNATE_CHANNEL:H]&lt;br /&gt;
[DESIGNATE_CHOP:T]&lt;br /&gt;
[DESIGNATE_PLANTS:P]&lt;br /&gt;
[DESIGNATE_SMOOTH:S]&lt;br /&gt;
[DESIGNATE_ENGRAVE:E]&lt;br /&gt;
[DESIGNATE_FORTIFY:A]&lt;br /&gt;
[DESIGNATE_TOGGLE_ENGRAVING:V]&lt;br /&gt;
[DESIGNATE_UNDO:X]&lt;br /&gt;
[DESIGNATE_REMOVE_CONSTRUCTION:N]&lt;br /&gt;
[BUILDING_DIM_Y_UP:U]&lt;br /&gt;
[BUILDING_DIM_Y_DOWN:M]&lt;br /&gt;
[BUILDING_DIM_X_UP:K]&lt;br /&gt;
[BUILDING_DIM_X_DOWN:H]&lt;br /&gt;
[BUILDING_ORIENT_UP:W]&lt;br /&gt;
[BUILDING_ORIENT_LEFT:A]&lt;br /&gt;
[BUILDING_ORIENT_RIGHT:D]&lt;br /&gt;
[BUILDING_ORIENT_DOWN:X]&lt;br /&gt;
[BUILDING_ORIENT_NONE:S]&lt;br /&gt;
[BUILDING_VIEW_ITEM:V]&lt;br /&gt;
[BUILDING_ADVANCE_STAGE:D]&lt;br /&gt;
[BUILDING_EXPAND_CONTRACT:X]&lt;br /&gt;
[BUILDING_TRIGGER_ENABLE_WATER:W]&lt;br /&gt;
[BUILDING_TRIGGER_MIN_WATER_UP:S]&lt;br /&gt;
[BUILDING_TRIGGER_MIN_WATER_DOWN:A]&lt;br /&gt;
[BUILDING_TRIGGER_MAX_WATER_UP:X]&lt;br /&gt;
[BUILDING_TRIGGER_MAX_WATER_DOWN:Z]&lt;br /&gt;
[BUILDING_TRIGGER_ENABLE_MAGMA:M]&lt;br /&gt;
[BUILDING_TRIGGER_MIN_MAGMA_UP:I]&lt;br /&gt;
[BUILDING_TRIGGER_MIN_MAGMA_DOWN:U]&lt;br /&gt;
[BUILDING_TRIGGER_MAX_MAGMA_UP:K]&lt;br /&gt;
[BUILDING_TRIGGER_MAX_MAGMA_DOWN:J]&lt;br /&gt;
[BUILDING_TRIGGER_ENABLE_CREATURE:C]&lt;br /&gt;
[BUILDING_TRIGGER_ENABLE_LOCALS:L]&lt;br /&gt;
[BUILDING_TRIGGER_MIN_SIZE_UP:R]&lt;br /&gt;
[BUILDING_TRIGGER_MIN_SIZE_DOWN:E]&lt;br /&gt;
[BUILDING_TRIGGER_MAX_SIZE_UP:F]&lt;br /&gt;
[BUILDING_TRIGGER_MAX_SIZE_DOWN:D]&lt;br /&gt;
[BUILDING_TRIGGER_RESETS:O]&lt;br /&gt;
[UNITVIEW_GEN:G]&lt;br /&gt;
[UNITVIEW_INV:I]&lt;br /&gt;
[UNITVIEW_PRF:P]&lt;br /&gt;
[UNITVIEW_WND:W]&lt;br /&gt;
[UNITVIEW_NEXT:V]&lt;br /&gt;
[UNITVIEW_SLAUGHTER:S]&lt;br /&gt;
[UNITVIEW_PRF_PROF:L]&lt;br /&gt;
[UNITVIEW_PRF_PET:E]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER:S]&lt;br /&gt;
[UNITVIEW_PRF_CASTLE:SHIFT+C]&lt;br /&gt;
[UNITVIEW_PRF_ROYAL:SHIFT+R]&lt;br /&gt;
[UNITVIEW_PRF_TOGGLESQUAD:SHIFT+A]&lt;br /&gt;
[UNITVIEW_PRF_PET_HUNT:H]&lt;br /&gt;
[UNITVIEW_PRF_PET_WAR:R]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_UNARMED:U]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_AXE:X]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_CROSSBOW:C]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_HAMMER:H]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_MACE:N]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_SPEAR:S]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_SWORD:O]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_WEAPONNUM:M]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_ARMOR:A]&lt;br /&gt;
[UNITVIEW_PRF_SOLDIER_SHIELD:L]&lt;br /&gt;
[UNITVIEW_PRF_VIEW:Z]&lt;br /&gt;
[BUILDINGLIST_ZOOM_T:T]&lt;br /&gt;
[BUILDINGLIST_ZOOM_Q:Q]&lt;br /&gt;
[STRING_A000:BACKSPACE]&lt;br /&gt;
[STRING_A001:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A002:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A003:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A004:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A005:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A006:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A007:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A008:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A009:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A010:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A011:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A012:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A013:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A014:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A015:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A016:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A017:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A018:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A019:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A020:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A021:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A022:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A023:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A024:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A025:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A026:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A027:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A028:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A029:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A030:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A031:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A032:SPACE]&lt;br /&gt;
[STRING_A033:SHIFT+1]&lt;br /&gt;
[STRING_A034:SHIFT+KEYDE]&lt;br /&gt;
[STRING_A035:SHIFT+3]&lt;br /&gt;
[STRING_A036:SHIFT+4]&lt;br /&gt;
[STRING_A037:SHIFT+5]&lt;br /&gt;
[STRING_A038:SHIFT+7]&lt;br /&gt;
[STRING_A039:KEYDE]&lt;br /&gt;
[STRING_A040:SHIFT+9]&lt;br /&gt;
[STRING_A041:SHIFT+0]&lt;br /&gt;
[STRING_A042:SHIFT+8]&lt;br /&gt;
[STRING_A043:SHIFT+PLUS]&lt;br /&gt;
[STRING_A044:COMMA]&lt;br /&gt;
[STRING_A045:MINUS]&lt;br /&gt;
[STRING_A046:PERIOD]&lt;br /&gt;
[STRING_A047:KEYBF]&lt;br /&gt;
[STRING_A048:0]&lt;br /&gt;
[STRING_A049:1]&lt;br /&gt;
[STRING_A050:2]&lt;br /&gt;
[STRING_A051:3]&lt;br /&gt;
[STRING_A052:4]&lt;br /&gt;
[STRING_A053:5]&lt;br /&gt;
[STRING_A054:6]&lt;br /&gt;
[STRING_A055:7]&lt;br /&gt;
[STRING_A056:8]&lt;br /&gt;
[STRING_A057:9]&lt;br /&gt;
[STRING_A058:SHIFT+KEYBA]&lt;br /&gt;
[STRING_A059:KEYBA]&lt;br /&gt;
[STRING_A060:SHIFT+COMMA]&lt;br /&gt;
[STRING_A061:PLUS]&lt;br /&gt;
[STRING_A062:SHIFT+PERIOD]&lt;br /&gt;
[STRING_A063:SHIFT+KEYBF]&lt;br /&gt;
[STRING_A064:SHIFT+2]&lt;br /&gt;
[STRING_A065:SHIFT+A]&lt;br /&gt;
[STRING_A066:SHIFT+B]&lt;br /&gt;
[STRING_A067:SHIFT+C]&lt;br /&gt;
[STRING_A068:SHIFT+D]&lt;br /&gt;
[STRING_A069:SHIFT+E]&lt;br /&gt;
[STRING_A070:SHIFT+F]&lt;br /&gt;
[STRING_A071:SHIFT+G]&lt;br /&gt;
[STRING_A072:SHIFT+H]&lt;br /&gt;
[STRING_A073:SHIFT+I]&lt;br /&gt;
[STRING_A074:SHIFT+J]&lt;br /&gt;
[STRING_A075:SHIFT+K]&lt;br /&gt;
[STRING_A076:SHIFT+L]&lt;br /&gt;
[STRING_A077:SHIFT+M]&lt;br /&gt;
[STRING_A078:SHIFT+N]&lt;br /&gt;
[STRING_A079:SHIFT+O]&lt;br /&gt;
[STRING_A080:SHIFT+P]&lt;br /&gt;
[STRING_A081:SHIFT+Q]&lt;br /&gt;
[STRING_A082:SHIFT+R]&lt;br /&gt;
[STRING_A083:SHIFT+S]&lt;br /&gt;
[STRING_A084:SHIFT+T]&lt;br /&gt;
[STRING_A085:SHIFT+U]&lt;br /&gt;
[STRING_A086:SHIFT+V]&lt;br /&gt;
[STRING_A087:SHIFT+W]&lt;br /&gt;
[STRING_A088:SHIFT+X]&lt;br /&gt;
[STRING_A089:SHIFT+Y]&lt;br /&gt;
[STRING_A090:SHIFT+Z]&lt;br /&gt;
[STRING_A091:KEYDB]&lt;br /&gt;
[STRING_A092:KEYDC]&lt;br /&gt;
[STRING_A093:KEYDD]&lt;br /&gt;
[STRING_A094:SHIFT+6]&lt;br /&gt;
[STRING_A095:SHIFT+MINUS]&lt;br /&gt;
[STRING_A096:KEYC0]&lt;br /&gt;
[STRING_A097:A]&lt;br /&gt;
[STRING_A098:B]&lt;br /&gt;
[STRING_A099:C]&lt;br /&gt;
[STRING_A100:D]&lt;br /&gt;
[STRING_A101:E]&lt;br /&gt;
[STRING_A102:F]&lt;br /&gt;
[STRING_A103:G]&lt;br /&gt;
[STRING_A104:H]&lt;br /&gt;
[STRING_A105:I]&lt;br /&gt;
[STRING_A106:J]&lt;br /&gt;
[STRING_A107:K]&lt;br /&gt;
[STRING_A108:L]&lt;br /&gt;
[STRING_A109:M]&lt;br /&gt;
[STRING_A110:N]&lt;br /&gt;
[STRING_A111:O]&lt;br /&gt;
[STRING_A112:P]&lt;br /&gt;
[STRING_A113:Q]&lt;br /&gt;
[STRING_A114:R]&lt;br /&gt;
[STRING_A115:S]&lt;br /&gt;
[STRING_A116:T]&lt;br /&gt;
[STRING_A117:U]&lt;br /&gt;
[STRING_A118:V]&lt;br /&gt;
[STRING_A119:W]&lt;br /&gt;
[STRING_A120:X]&lt;br /&gt;
[STRING_A121:Y]&lt;br /&gt;
[STRING_A122:Z]&lt;br /&gt;
[STRING_A123:SHIFT+KEYDB]&lt;br /&gt;
[STRING_A124:SHIFT+KEYDC]&lt;br /&gt;
[STRING_A125:SHIFT+KEYDD]&lt;br /&gt;
[STRING_A126:SHIFT+KEYC0]&lt;br /&gt;
[STRING_A127:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A128:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A129:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A130:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A131:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A132:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A133:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A134:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A135:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A136:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A137:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A138:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A139:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A140:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A141:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A142:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A143:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A144:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A145:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A146:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A147:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A148:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A149:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A150:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A151:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A152:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A153:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A154:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A155:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A156:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A157:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A158:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A159:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A160:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A161:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A162:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A163:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A164:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A165:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A166:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A167:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A168:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A169:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A170:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A171:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A172:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A173:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A174:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A175:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A176:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A177:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A178:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A179:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A180:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A181:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A182:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A183:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A184:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A185:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A186:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A187:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A188:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A189:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A190:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A191:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A192:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A193:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A194:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A195:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A196:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A197:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A198:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A199:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A200:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A201:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A202:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A203:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A204:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A205:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A206:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A207:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A208:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A209:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A210:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A211:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A212:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A213:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A214:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A215:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A216:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A217:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A218:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A219:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A220:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A221:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A222:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A223:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A224:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A225:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A226:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A227:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A228:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A229:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A230:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A231:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A232:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A233:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A234:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A235:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A236:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A237:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A238:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A239:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A240:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A241:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A242:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A243:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A244:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A245:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A246:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A247:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A248:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A249:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A250:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A251:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A252:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A253:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A254:NOT_SUPPORTED]&lt;br /&gt;
[STRING_A255:NOT_SUPPORTED]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These values are set in the data\init\interface.txt file.  Default values are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SECONDSCROLL_UP:SUBTRACT]&lt;br /&gt;
[SECONDSCROLL_DOWN:ADD]&lt;br /&gt;
[SECONDSCROLL_PAGEUP:DIVIDE]&lt;br /&gt;
[SECONDSCROLL_PAGEDOWN:MULTIPLY]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which refer to the -+/* keys on the numeric keypad, not those on the main keyboard.&lt;br /&gt;
&lt;br /&gt;
==Additional Up/Down Z-Level Keys==&lt;br /&gt;
Some players may feel more comfortable by switching the PgDn/PgUp keys to control moving between z-levels, though this is not recommended should you use the numpad for movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[STANDARDSCROLL_PAGEUP:9]&lt;br /&gt;
[STANDARDSCROLL_PAGEDOWN:3]&lt;br /&gt;
[CURSOR_UPRIGHT:]&lt;br /&gt;
[CURSOR_DOWNRIGHT:]&lt;br /&gt;
[CURSOR_UP_Z_AUX:9]&lt;br /&gt;
[CURSOR_DOWN_Z_AUX:3]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Darkond2100</name></author>
	</entry>
</feed>