<?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=Devek</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=Devek"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Devek"/>
	<updated>2026-05-26T19:13:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spamreport&amp;diff=147178</id>
		<title>Dwarf Fortress Wiki talk:Spamreport</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spamreport&amp;diff=147178"/>
		<updated>2011-04-26T14:36:25Z</updated>

		<summary type="html">&lt;p&gt;Devek: /* SPAM: Some Suggestions &amp;amp; Observations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last three spambots registered were within 3 days of each other. Quietust dealt with them rather quickly, but it seems we should watch for more spam activity; apparently we've attracted some spamming system's attention. [[User:Calite|Calite]] 01:21, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One should block the registration of new Accounts for a while and disallow editiong without registration. At the moment a bot is attacking the wikiw. There seem to be some more accounts registered not having done something by now, but the registration-log look suspicious. --[[User:Kami|Kami]] 08:27, 27 January 2011 (UTC)&lt;br /&gt;
:If I could, I would, but I can't - you'll have to talk to Briess about that. --[[User:Quietust|Quietust]] 20:40, 27 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SPAM: Some Suggestions &amp;amp; Observations ==&lt;br /&gt;
The latest example of SPAM here was titled &amp;quot;2006 Exploration In Job Oil State United&amp;quot;. Compare that with the countless legitimate articles starting with &amp;quot;DF2010&amp;quot;. And exploration is a large part of playing DF. That seems ''almost'' clever. Do computers learn and become smarter? This suggests to me that there might be a human who occasionally posts SPAM here and oversees his spambots.&lt;br /&gt;
&lt;br /&gt;
All this SPAM and (Deletion log) / (Block log) really clutters up the ''Recent changes'' list, which makes it difficult to follow what's being changed. Perhaps the (Deletion log) and (Block log) could be reported in a separate list?&lt;br /&gt;
&lt;br /&gt;
I do see that account creation uses ReCAPTCHA to (in theory) block spambots. But perhaps a more sophisticated form of CAPTCHA is needed? Some types of CAPTCHA combine words with background noise and multiple colors. And, in addition, perhaps the answer to a simple question could be required? (What color is the sky? What color is grass?) This Q&amp;amp;A requirement could even be randomized.&lt;br /&gt;
&lt;br /&gt;
Finally, would it be possible to set up a list of websites which automatically blocks links from such sites from appearing? In theory, it should be possible to have such a list auto-trigger account suspension of a few days or something. (Sort of like how some forums and guest books are coded to automatically deal with profanity.) And perhaps new links to off-site content (aside from a short list of exceptions, including the official bay12 sites, dffd.wimbli dot com and wikipedia) should be forbidden/blocked for a few weeks or so? I just feel that dealing with SPAM with creative solutions might send the culprit a message and end the SPAM for a while.&lt;br /&gt;
&lt;br /&gt;
BTW: It was my understanding that a majority of SPAM comes from 3rd world countries and other nations where labor is dirt cheap. They often have grammar and spelling errors as English may not be their first language. That, and it seems some types of bots combine words pseudo-randomly. --[[User:Thundercraft|Thundercraft]] 09:34, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
You don't need a captcha, you just need the signup to ask an obvious Dwarf Fortress question. That would be 100% effective against any spambot, unless it was programmed and targeted specifically at us. --[[User:Devek|Devek]] 14:36, 26 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=147177</id>
		<title>v0.31:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=147177"/>
		<updated>2011-04-26T14:32:05Z</updated>

		<summary type="html">&lt;p&gt;Devek: mentioned the importance of barracks for marksdwarves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}{{av}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''{{l|military}}''',  your '''{{l|squads}}''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your '''{{l|soldier}}s''' to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, the '''burrows''' screen is accessible through the {{k|w}} key, and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Passive Defense==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.&lt;br /&gt;
&lt;br /&gt;
There is a clear discrepancy between ''active'' orders and ''passive'' orders — the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''{{l|Squads}}'''. &lt;br /&gt;
&lt;br /&gt;
===Alert Levels===&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are supposed to be assigned to train the entire year. By default, your squads will all be set to 'Inactive' - in this state, they will tend to spend most of their idle time in the barracks doing individual combat drills. You will need to make more alerts if you want them to do anything more complicated than this. &lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one ''civilian alert level''. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a {{l|burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen ({{k|a}} in the {{k|m}}ilitary screen), {{k|c}}reate a new alert level (you can {{k|N}}ame it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected. Note that burrow restriction replaces the 'Dwarves may/may not go outside' order that was in the older versions. By default, the civilian alert level is set to 'Inactive' and no burrow restrictions apply. If you intend on having your Dwarves stay inside at any time, for any reason, you will need to create a burrow. See {{l|Military interface}} for a step by step walk-through. &lt;br /&gt;
&lt;br /&gt;
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}} to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.&lt;br /&gt;
&lt;br /&gt;
The main reason you want to use civilian alerts is to enforce {{l|burrow}} restrictions... ie making sure that your civilian Dwarves do not wander outside in the middle of a siege. It can also be used to switch the areas where Dwarves live and work around on a monthly basis, if you are so inclined.&lt;br /&gt;
&lt;br /&gt;
===Schedules===&lt;br /&gt;
&lt;br /&gt;
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the {{k|m}}ilitary screen.&lt;br /&gt;
&lt;br /&gt;
On the main scheduling page you will see a list of months on the left side and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the secondary page up/down keys (by default {{k|/}} and {{k|*}}). You can use the secondary up/down keys (by default {{k|+}} and {{k|-}}) to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate the month list, and the left/right arrow keys to navigate between squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
When you've highlighted a cell, press {{k|tab}} to switch focus to this '''order list'''. From here, you can press {{k|e}} to edit the standing orders or {{k|o}} to give a new one. Both will open to the Give Orders screen. Pressing {{k|o}} will scroll through and change the order type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|burrow}}, route, or station. When you cycle to the order you want, highlight the burrow, route, or station you want the order to go to (in the left pane) and press {{k|enter}}. It should now be highlighted in green.&lt;br /&gt;
&lt;br /&gt;
Orders have a soldier-based '''order criteria''' that lists how many soldiers in the squad will follow the order at once. Using the secondary up/down keys you can choose how many soldiers must be in a squad the order applies; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from&amp;lt;!--CONFIRM?--&amp;gt;. When you are done, press {{k|shift}}+{{k|enter}} to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the {{k|c}} and {{k|p}} keys. Press {{k|c}} in the cell you want to copy from, then go to the cells you want to paste to and press {{k|p}} in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} in the scheduling screen, you can flip the display of the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, and also eat and drink (even from carried rations!), you '''''need''''' to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least one or two dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month. It should be emphasized that dwarves who are stationed or on patrol will not eat or drink from their backpacks and flasks. Backpacks and flasks are more to shorten break times than to eat in the field. If there are no opportunities for breaks, carried rations will not be utilized.&lt;br /&gt;
&lt;br /&gt;
'''More Warning:''' When using a rotation schedule as describe in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
&lt;br /&gt;
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the {{l|Squads#Selecting_Squads.2FSoldiers|squad movement}} section on the {{l|squads}} page.&lt;br /&gt;
&lt;br /&gt;
The five types of scheduling orders are listed below:&lt;br /&gt;
&lt;br /&gt;
====Inactive / no order====&lt;br /&gt;
&lt;br /&gt;
When dwarves have an empty spot in their schedule, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when they're free, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a ''lack'' of an order.&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
For your dwarves to train a '''{{l|barracks}}''' must be designated. This can be done through using {{k|q}} to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.&lt;br /&gt;
&lt;br /&gt;
When being viewed, barracks can now be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad eq. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks. It is assumed that indiv. eq and squad eq refer to individual and squad equipment respectively, meaning that the Dwarves will store their equipment in this barracks if given the option. The indiv. eq option will make Dwarves store their personal belongings in the selected barracks, while the squad eq option will store equipment designated for that squad when it's not in use.&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other then bashing each other with their crossbows, they must have quivers and an archery range. Archers will no longer fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range that is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad. Marksdwarves will want to train more than archery, so make sure they also have a barracks to train at(otherwise they may sit around unable to follow orders). If you are having trouble getting marksdwarves to train, see the appropriate section of the {{L|Military F.A.Q.}} for more information.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad members will set up training demonstrations for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training.&lt;br /&gt;
&lt;br /&gt;
====Defend Burrows====&lt;br /&gt;
&lt;br /&gt;
After a {{l|burrow}} has been created in the {{k|w}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present. &amp;lt;!--COULD USE MORE DETAIL + CONFIRMATION--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stations====&lt;br /&gt;
&lt;br /&gt;
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.&lt;br /&gt;
&lt;br /&gt;
====Routes====&lt;br /&gt;
&lt;br /&gt;
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.&lt;br /&gt;
&lt;br /&gt;
===Instructors and Demonstrations===&lt;br /&gt;
&lt;br /&gt;
Members of a squad with relatively high experience in a {{L|combat skill}} will lead the group during a {{l|sparring|training}}  session. This can be in the form of a demonstration. Instructors gain {{L|teacher|teaching}} experience, while students gain {{L|student}} experience. Presumably, higher levels of these skills make demonstrations more effective.  Observing demonstrations is not as effective as practicing and sparring; to maximize sparring organize your dwarves into squads of three, with two required for any training activity.&lt;br /&gt;
&lt;br /&gt;
===Individual Combat Drill===&lt;br /&gt;
&lt;br /&gt;
When assigned a barrack to train at, soldiers from any alert levels will regularly go there for individually combat drill if there's no specified training requirement. If the squad's current alert level is *CIV*,  individual combat drill does not promote them into a military unit (i.e. Recruit) but instead retain their civilian class. This is very useful to train up new characters without drafting and hurt their happiness.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military_F.A.Q.|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_F.A.Q.&amp;diff=147176</id>
		<title>v0.31:Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_F.A.Q.&amp;diff=147176"/>
		<updated>2011-04-26T14:28:25Z</updated>

		<summary type="html">&lt;p&gt;Devek: mentioned the importance of barracks for marksdwarves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:05, 6 August 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
This is a list of '''Frequently Asked Questions''' related to the '''{{l|military}}'''. You may also want to read '''{{l|squads}}''', '''{{l|scheduling}}''' and '''{{l|equipment}}'''.&lt;br /&gt;
&lt;br /&gt;
A note to keep in mind: As 0.31.03 is still far from being all cleaned up and tidy, many of these questions are for now answered with &amp;quot;this is a bug, sorry&amp;quot; or a quick workaround. We will have to make do until the next bugfix.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't do anything but stand around!===&lt;br /&gt;
&lt;br /&gt;
By default newly-created squads are assigned the 'Inactive' alert. You will need to create new alert levels or create new scheduling within alert levels (see {{l|Scheduling}}) to get them to do what you want. Note that 'Inactive' and 'Active/Training' are '''''not''''' the only two options available - they are simply the two default alerts and rather useless without creating more alerts and scheduling.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If you are simply trying to get your military to train, you need to create a [[barracks]] and assign the squad to train there: press t while viewing your barracks with q, to set that squad to train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A handy check list for when you've no more hair to pull out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. You need a commander for the squad''' &lt;br /&gt;
&lt;br /&gt;
In the {{k|m}}ilitary Screen, listed on the left will be the option Militia Commander for your first squad. {{k|c}}reate a squad based on that position and set its basic equipment uniform. Place the Dwarf you want to lead in position 1 and fill the remaining positions as you want.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you later go to the {{k|n}}obles screen, the first squad's leader will be listed as ''Militia Commander'' while subsequent squad leaders will be listed as ''Militia Captains''. Also note that if a squad leader dies, you need to replace him or her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. The squad needs orders'''&lt;br /&gt;
&lt;br /&gt;
By setting up a {{k|s}}chedule, the squad will know what it should be doing each month of game time without direct input from you. Training (10 maximum) all year round is a good way to begin and should already be down as default.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You can give very intricate operating orders for training, patrolling, etc, but they are not needed initially and may cause confusion getting your &amp;lt;s&amp;gt;morons&amp;lt;/s&amp;gt; dwarfs to activate for the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. The squad needs a barracks'''&lt;br /&gt;
&lt;br /&gt;
Assuming you already have a barracks-marked room,  {{k|q}}uery-ing the barracks-denoting piece of furniture (bed, armor stand, or weapons rack) will list all of your squads. Then, select the squad you want from the list.&lt;br /&gt;
(z) flags the area for sleeping &lt;br /&gt;
(t) flags the area for training&lt;br /&gt;
(i) and (q) flags the area for dumping their equipment all over the place. This is only important if your squads ever go inactive and have been ordered to switch to civilian gear only. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Each option turned on will be marked with a single multicolored letter. Make sure that at least the Cyan T is showing to the right of the squad's listing, designating the area is used for the their training. You will probably have more than one bed, armor stand, or weapon rack in the barracks, so will have to find the one room-defining object by moving the cursor around. Remember to only have one piece of furniture define the space, don't have overlapping room definitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. The squad needs to be activated'''&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad screen, Your first squad will be selected with (a), whereupon the (t) option will toggle the squad between its inactive state and its active/&amp;lt;scheduling&amp;gt; state.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The squad starts off inactive and, when activated, should now show '''''Active/Training''''' if their schedule was left as the default train all year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Hope for the best!'''&lt;br /&gt;
&lt;br /&gt;
Un-pausing the game, you should be receiving the drafted Dwarfs' Professions changing to their military versions almost immediately. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' When troubleshooting, a schedule of training (10 maximum) all year round saves a lot of heartache when trying to get the system running for the first time.&lt;br /&gt;
&lt;br /&gt;
===Alerts? Schedules? What am I looking at here?===&lt;br /&gt;
&lt;br /&gt;
A schedule is what a dwarf/squad will do when a particular alert is active; once alerts are made and scheduling is performed within these alerts, you can simply change a squad's alert based on the scenario and they will follow out highly specified and complicated programming. For example, if you make two alerts named 'Caravan Guard' for protecting incoming traders and 'Bloody Kobolds' for attacking thieves, we can change Squad A's scheduling in 'Caravan Guard' to {{l|Scheduling#Routes|patrol your trade route}} and change their scheduling in 'Bloody Kobolds' to {{l|Scheduling#Defend Burrows|defend a pre-defined burrows}} around your entrance. When a caravan shows up, you can change Squad A to be under the 'Caravan Guard' alert (either {{k|a}} in the military screen or {{k|t}} to cycle through when in the {{k|s}}quad screen with a squad selected) and they will begin running up and down your route as the traders make their way through. When you get the 'Protect the hoard from thieving scum!' message, you can change their alert to 'Bloody Kobolds' and Squad A will charge off to defend the entrance.&lt;br /&gt;
&lt;br /&gt;
Different squads can be given different alerts at once, but these squads can also be given different scheduling within the ''same'' alert - for example, you could make Squad B's scheduling in the 'Caravan Guard' alert to defend a burrows around your trade depot, then assign both A and B to 'Caravan Guard' when the traders appear and have one squad walk them in and the other keep the depot clear.&lt;br /&gt;
&lt;br /&gt;
As schedules are broken up by month, you can make very complicated schedules in which dwarves train two months, take one off, then patrol your map for a season then take a shift defending the entrance, while having a second squad do something completely different, and change their scheduling instantly by applying a different alert. For ease, orders can be copied and pasted in the scheduling menu. Once you get the hang of the system it becomes extremely versatile. See {{l|Scheduling}} for more information.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to apply orders to my schedule===&lt;br /&gt;
&lt;br /&gt;
When you finish with the Give Orders menu and hit {{k|shift}}+{{k|tab}} to save your changes, you may notice that your changes have not been saved. This is because your order does not have a defined location. '''Station''' orders need a station to be assigned to, '''patrol route''' orders need a route to follow, and '''defend burrows''' orders need a burrows to defend. When giving or editing orders, you must select the specific area from a list on the left pane.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the left and right panes in the Give Orders menu can both be highlighted even if one is empty - if your pane doesn't seem to be highlighted, hit the left or right key to properly select it.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't wear the uniform I made!===&lt;br /&gt;
&lt;br /&gt;
The uniforms tab within the menu screen is not for assigning uniforms to your dwarves, it is for making uniform templates that can later be applied. Open the {{k|e}}equipment tab then the {{k|U}}niform sub-tab and you will be able to apply your uniform to either a single dwarf at once with {{k|enter}} or a squad at once with {{k|shift}}+{{k|enter}}. Your uniforms should appear in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
===How do I make my dwarves kill things?===&lt;br /&gt;
&lt;br /&gt;
If your soldiers are stationed, defending a barracks, or patrolling a route, they are ''defending''. To make them go on the ''offense'', you need to open the {{k|s}}quads screen, select a squad using {{k|a}}/{{k|b}}/{{k|c}}/etc. as listed and hit {{k|k}} to 'Attack.' Then you pick your targets: either hit {{k|l}} to choose from a list of possible targets, {{k|r}} to select all targets within a rectangle, or simply move the cursor to what you want to attack and press {{k|enter}}. Your dwarves should now have the 'Kill _____' duty and charge after your target(s). To select multiple squads at once just hold {{k|shift}} while selecting, or hit {{k|p}} while selecting to select specific dwarves.&lt;br /&gt;
&lt;br /&gt;
SOME ENEMIES CANNOT BE KILL-ORDERED. Or more specifically, some enemies like {{L|hydra}}s or {{L|minotaurs}} or {{L|forgotten beast}}s ''can'' be targeted for slaughter, but the dwarves won't actually carry it out. The only way around this is to order a squad to {{k|m}}ove to the location of the enemy instead.  (It seems like a squad of any kind of monster is immune, more likely than not, and the same kind may be vulnerable to a kill order one time and resistant the next.)&lt;br /&gt;
&lt;br /&gt;
Just watch out for the next question below...&lt;br /&gt;
&lt;br /&gt;
===I can't get my dwarves to STOP killing things!===&lt;br /&gt;
&lt;br /&gt;
When a targetable creature is noticed by your military, be it the target of a kill order or simply close enough to be noticed by stationed/patrolling dwarves, your dwarves will engage it and will not give up or run away (or even drop the chase if it's slow) until either it or the target is dead. The only way to stop them is to cancel all their military orders, returning them to civilian status and causing them to run away instead.&lt;br /&gt;
&lt;br /&gt;
If a squad is trying to {{K|s}}-&amp;gt;{{K|k}} kill a target, but that target has escaped the map, or is no longer reachable, then Cancel Orders for the squad. {{K|s}} squad {{K|a}} select a given squad exclusively, cancel {{K|o}} order.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't go off-duty! They're starving themselves!===&lt;br /&gt;
&lt;br /&gt;
Your '''order criteria''' is too high - order criteria is the number of dwarves in a squad required to follow out an order. By default a new order's criteria is set to 10 dwarves, or the entire squad; this means that you've told your dwarves that this order is of the absolute highest importance and that the entire squad needs to be on duty at all times. By changing this to two or three dwarves less than the number of dwarves in your squad (go to {{k|s}}chedule from the {{k|m}}ilitary screen and press {{k|Tab}}, then {{k|e}}dit the number of dwarves with {{k|+}} and {{k|-}}), some of your dwarves will be able to relax and take some me-time to grab supplies while the others follow your orders out.&lt;br /&gt;
&lt;br /&gt;
===I keep activating my dwarves but they still have their civilian positions!===&lt;br /&gt;
&lt;br /&gt;
If a squad is off-duty it may be dressed in its civilian clothes and thus listed as civilians (e.g. a swordsdwarf may revert to 'carpenter'). There also seems to be a discrepancy between which orders are 'civilian' orders and which are 'military' orders. The Inactive/training alert switches dwarves to civilian labors and self-training in their spare time, while the Active/Training alert keeps dwarves in the barracks all the time. Unhappy thoughts from long duty do not occur on the active alert as long as they spend every other three months or so actively training instead of actively defending a chokepoint {{verify}}.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to get my marksdwarves to practice firing at all!===&lt;br /&gt;
&lt;br /&gt;
There are several steps to getting marksdwarves to practice at {{L|archery target}}s. &lt;br /&gt;
&lt;br /&gt;
1. Check that your prospective marksdwarves are equipped appropriately with the {{k|v}}-{{k|i}} keys.&lt;br /&gt;
&lt;br /&gt;
2. Build an archery target.&lt;br /&gt;
&lt;br /&gt;
3. Use the {{k|q}} menu to designate the archery target as a {{L|room}}. Dwarves must stand at least two panels from the archery target.&lt;br /&gt;
&lt;br /&gt;
4. Make sure that the shooting direction set for the target allows dwarves to use it. The {{k|w}}{{k|a}}{{k|s}} and {{k|d}} keys are used to designate shooting direction. &lt;br /&gt;
&lt;br /&gt;
5. Assuming you have military squads, you should see their names on the target's information panel. Scroll to the appropriate archer squad/squad containing archers using the {{K|+}} and {{k|-}} keys. &lt;br /&gt;
&lt;br /&gt;
6. Now the target must be set as available for training. Press {{k|t}} once you have selected the appropriate squad. Multiple squads must be selected separately in this way to allow them all to practice at the archery range.&lt;br /&gt;
&lt;br /&gt;
7. Check your ammunition supplies! Press {{k|m}} then {{k|f}} to view the ammunition screen. Scroll to the marksdwarf squad and add new ammunition. Ammunition may be further customized by material using the {{k|M}} key.&lt;br /&gt;
&lt;br /&gt;
8. This ammunition must then be designated for combat, training, or both using the {{k|C}} and {{k|T}} keys. It is recommended to create TWO separate ammunition piles, one for combat and one for training. This will ensure dwarves always save some ammunition for fighting instead of using it all while training. It is further recommended to save metal bolts for fighting, and wood and bone bolts for training.&lt;br /&gt;
&lt;br /&gt;
9. Make sure they have a barracks to train at also! When the squad is set to active/train, they will want to do more than target practice. Without a training barracks assigned to the squad, they will sit around doing nothing being unable to follow orders. &lt;br /&gt;
&lt;br /&gt;
For additional assistance, try viewing Capnduck's tutorial: [http://www.youtube.com/watch?v=uobESZ49hbs]&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves are sparring with their crossbows as a melee weapon!===&lt;br /&gt;
&lt;br /&gt;
You may have forgotten to assign them ammunition. In the military screen, open the ammunition tab ({{k|f}}) and then assign the squad your preferred ammunition. Remember to assign seperate piles for training and fighting, or the squad will use all the bolts training and not have any left for killing enemies. &lt;br /&gt;
&lt;br /&gt;
It is also possible that marksdwarves in DF2010 will not fire crossbows without a quiver; in the old version marksdwarves would carry a stack of bolts in their hand, but this does not seem to be the case anymore. Create some {{L|quiver}}s and try again.&lt;br /&gt;
&lt;br /&gt;
===My hunter/marksdwarf ran out of bolts and won't pick up more!===&lt;br /&gt;
&lt;br /&gt;
This seems to be a bug as well (yes, there are many) (this is most likely fixed in 0.31.12 version or later {{verify}} ).&lt;br /&gt;
&lt;br /&gt;
A workaround for this is to give your marksdwarf a '''{{l|Squads#Selecting_Squads.2FSoldiers|move order}}''' and then cancelling it; your dwarf should snap back to reality and grab more bolts. Annoying, but should be a temporary problem.&lt;br /&gt;
&lt;br /&gt;
If your troops still refuse to pick up ammo, it may be because that ammo has been assigned to a different squad or to the hunting labor (even if none of your civilians have that labor). Check the Ammunition screen; if it shows stacks of ammo assigned to hunters, remove or reduce the amount of ammo assigned to hunters, and your troops should pick it up again.&lt;br /&gt;
&lt;br /&gt;
A related bug is that a hunter/marksdwarf might get stuck in a loop of picking up and dropping equipment (bows, bolts etc), even if he usually trains at the range normally and/or there are animals to go hunt. Try removing his equipment on the military screen, watch him drop it, and then re-assign it. Make sure you have two piles of ammo listed for combat and training. Disabling the Hunting labour also seems to snap them out of this loop so that they will go and train instead. This problem may also be related to traffic designations - try removing any restrictive paths which might block access to needed equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you have further questions, please ask them on the discussion page here or on another relevant talk page. Frequently asked or standard questions will be added to the FAQ as necessary.''&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=146449</id>
		<title>v0.31 Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=146449"/>
		<updated>2011-04-19T23:46:15Z</updated>

		<summary type="html">&lt;p&gt;Devek: /* BODY_DETAIL_PLAN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Question about save raws==&lt;br /&gt;
&lt;br /&gt;
What if we just mod the raws in the save directory (\data\save\region 2\raw)?  Are you sure that we still need to regen the world? Or does it still cause instabilities? And this is the wrong place for this question, isn't it? ... ah, well, but this is where I'll know to find it again later...   -  lost 08:40, 4 May 2010 (UTC)&lt;br /&gt;
: I haven't tested most of the other cheats, but I do know that you can remove the aquifer by editing the save raws. I would imagine that it works for any modification, though I'd suggest backing up your files and not being too attached to any existing forts before you try it. (Sorry if this is a bit late, I only just recently got into DF.)--[[User:Shatari|Shatari]] 22:43, 20 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sometimes editing raws require regen (for example adding new reactions), sometimes don't (dealing with obsidian not listed in {{k|z}}-Stone screen) --[[User:WwWraith|WwWraith]] 19:47, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Free Food==&lt;br /&gt;
Anyone know how to update my &amp;quot;Free Food&amp;quot; hack?--[[User:Aescula|Aescula]] 05:11, 8 April 2010 (UTC)&lt;br /&gt;
: The following works. Don't forget to add it to raw/objects/entity_default.text and then regen your world like the others. Modify as needed for any other plant.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;pre&amp;gt;&lt;br /&gt;
::[REACTION:F_PLUMP_HELMETS]&lt;br /&gt;
::[NAME:create plump helmets]&lt;br /&gt;
::[BUILDING:SMELTER:NONE]&lt;br /&gt;
::[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP][PRODUCT_DIMENSION:150]&lt;br /&gt;
::[SKILL:SMELT]&lt;br /&gt;
::&amp;lt;/pre&amp;gt;&lt;br /&gt;
:-20:18, 20 April 2010 (UTC)&lt;br /&gt;
::Is the PRODUCT_DIMENSION actually necessary? --[[User:Quietust|Quietust]] 20:24, 20 April 2010 (UTC)&lt;br /&gt;
:::I'm not actually sure. I just modified the Free_Wood reaction that was listed on the page to create plump helmets. -21:10, 23 April 2010 (UTC)&lt;br /&gt;
::::PRODUCT_DIMENSION is not needed. In a related topic, I made a reaction that has a chance to produce any of the edible plants, and it appears that they all work--for eating raw, processing for fibers, brewing, cooking, etc.--so I'm going to remove the bit about the ones besides sweet pods and sun berries not being tested. [[Special:Contributions/98.151.26.202|98.151.26.202]] 07:38, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
Does the site finder stuff still have relevance? If not, I don't think it has any business being here. [[User:Deimos56|Deimos]] 21:33, 9 April 2010 (UTC)&lt;br /&gt;
:Such features do not even exist in the old sense, they've either been removed or integrated into the current world geography in such a way that &amp;quot;finding&amp;quot; them would be pointless. Regardless of that reasoning, I tested it and it does not reveal anything. Removing... [[User:Trorbes|Trorbes]] 05:25, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help== &lt;br /&gt;
Anyone know why the pre-made rawhacks available on this page don't work for me? I've created a new world, everything...&lt;br /&gt;
*I believe you have to add the reaction to the civilisation's entity definition now - look in entity_default.txt --[[User:Samthere|Samthere]] 01:30, 11 April 2010 (UTC)&lt;br /&gt;
**Thanks.  I'll try that.&lt;br /&gt;
&lt;br /&gt;
==Reengineered==&lt;br /&gt;
&lt;br /&gt;
*Is there a reason why you replaced functional additions to raws with incomplete additions to raws and modifications to existing raws that mess up original reactions?&lt;br /&gt;
&lt;br /&gt;
Please check that whatever you add is correct and complete material.&lt;br /&gt;
*the reactions were working just fine for me as they are, so I assumed it was unnecessary. Presumably there was some sort of fluke for me. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
**the reactions you listed would do nothing on their own for anyone else who added them because they also require coresponding entries of PERMITTED_REACTION to entity_default.txt under ENTITY:MOUNTAIN. I suggest you read the material you deleted to see how reactions are done properly or consult modding tutorials on the forum. There should be a minimum quality standard on wiki so that the content is whole and useful.&lt;br /&gt;
***Yes. I know there is. However, I tested all of the mods and they worked for me, so I saw no need to check the forums. I know what I was missing, I know why and it's there now in any case, so I don't think there's really any point in continuing this. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
&lt;br /&gt;
==Shells==&lt;br /&gt;
Anyone have a method to allow you to get shells in a map without turtles without creating a new world.  Everything I've tried so far has failed miserably.&lt;br /&gt;
* you can add shell as body part to existing animal by making additions to their raws and then butcher them for shell, search the modding sub-forum for details&lt;br /&gt;
&lt;br /&gt;
== more bonuses ==&lt;br /&gt;
&lt;br /&gt;
in addition to [NOFEAR] and others, you could add [EXTRAVISION], [NOTHOUGHT], AND [NOEMOTION] as well. I actually got them from the bronze collossus.&lt;br /&gt;
*As did I. I was assuming people would want their dwarves to think.&lt;br /&gt;
*A few things. One of the bonus dwarf tags listed other than [NO_SLEEP] causes dwarfs to sleep forever. I ''believe'' it's [NOEXERT]. Seen in 31.21. It may also cause dwarfs to drink,military train forever and/or idle with many jobs queued/stuff to haul. I did not see this in 31.19. Also try the [FIREIMMUNE_SUPER] from the dragon. Keep in mind NO_SLEEP,NOEAT and NODRINK means dwarfs don't get happiness from any of those. Bedrooms are never autoassigned. &lt;br /&gt;
&lt;br /&gt;
== About attribute and skill decay ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure nothing in the &amp;quot;Tinkering with the dwarven soul&amp;quot; section works. My dwarves' attributes keep dropping, as well as skill levels. I've tried with various numerical values as well as with :NONE:. Attributes -never- go up, or stay same, they can only go down. Skill levels go up just as fast as before, no faster, no slower. Created a new (pocket) world every time after making modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT BY STARGEM:  I have been able to reliably increase Strength, Endurance, and Agility through these means.  Unfortunately, it seems that most attributes do not have tasks or actions linked to them, so they are never exercised at all.  The same goes for Skill_Rates, so I think these issues have to be corrected by Toady before Tinkering with Souls can fully work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra free stuff==&lt;br /&gt;
&lt;br /&gt;
Is there any way to generate other finite resources like water or animals? Aside from being hilarious to see an elephant grow out of a workshop, in maps like deserts water could be generated an put into an underground pool. Any thoughts on how to do this?&lt;br /&gt;
P.S: I heard someone on the forums generated vomit blocks, so I know it can be done.&lt;br /&gt;
:I don't know about generating water, but generating animals doesn't work. Well, it DOES work, but the animals generated are vermin-size and cannot move around on their own or be butchered. [[User:JohnnyMadhouse|JohnnyMadhouse]] 15:43, 29 July 2010 (UTC)&lt;br /&gt;
:: I see in the reaction_other file that there are reagents that are containers for lye, oil, honey... I suspect that you would find there is also a container class for water. I haven't tested it yet, but it was a thought.  --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:17, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
I'm getting tired of mining and using obsidian factories to make my forboding doom towers. I tried adding an obsidian reaction to the smelter but to no avail. Is there a way to make it, even though it's not technically not a metal? [[User:Mgrinshpon|Mgrinshpon]] 16:30, 7 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The following worked for me, tested both in a new world, and by inserting it into the saved game. Beware, 100 product will make your smelter *CLUTTERED* in no time flat.  --[[Special:Contributions/98.207.234.98|98.207.234.98]] 14:17, 1 March 2011 (UTC)&lt;br /&gt;
::In Objects/entity_default.txt  in the section for dwarves, preferably with the other permitted reactions so you can find it later.&lt;br /&gt;
:::[PERMITTED_REACTION:FREE_OBSIDIAN]&lt;br /&gt;
::In Objects/reaction_smelter.txt&lt;br /&gt;
:::[REACTION:FREE_OBSIDIAN]&lt;br /&gt;
:::[NAME:free obsidian]&lt;br /&gt;
:::[BUILDING:SMELTER:NONE]&lt;br /&gt;
:::[PRODUCT:100:100:BOULDER:NO_SUBTYPE:INORGANIC:OBSIDIAN][SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
== Improved Practice Shop ==&lt;br /&gt;
&lt;br /&gt;
Anyone know the skill names for things like negotiations, lying, and combat? I know that a negotiator can improve their skill by doing lots of trading at the depot, for instance... I've tried a few variations and have come up bust. Probably I'm too tired to see the obvious, but possibly I'm just not creative enough. --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:25, 1 March 2011 (UTC)&lt;br /&gt;
:There is a list, [[Skill_token]]. --Anonymous&lt;br /&gt;
:: Thanks!&lt;br /&gt;
:::after testing, alot of those skills seem to be untrainable at a practice workshop, i tested writing, axe using, and building design with no success, but I was able to get brewing and comedy to train.&lt;br /&gt;
&lt;br /&gt;
==  Can someone tell me the exact type and name of an alamantium blowpipe? I've been trying to make a squad.  ==&lt;br /&gt;
You're all crazy, and you're trying to steal my magic bag.&lt;br /&gt;
&lt;br /&gt;
: Here you go&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;pre&amp;gt;&lt;br /&gt;
::[REACTION:ADAMANTINE_BLOWGUN]&lt;br /&gt;
::[NAME:Free Adamantine Blowgun]&lt;br /&gt;
::[BUILDING:SMELTER:NONE] &lt;br /&gt;
::[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BLOWGUN:INORGANIC:ADAMANTINE]&lt;br /&gt;
::[SKILL:SMELT]&lt;br /&gt;
::&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Error Messages - Smelt Ore Not Found==&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this question, but since it was a result of modding, I thought this might be the place to ask...&lt;br /&gt;
(I didn't have this problem in the old versions, btw... but it's been a while since I played seriously, and I might have fogotten a step.)&lt;br /&gt;
&lt;br /&gt;
I created a new metal (slag, not really a metal, but a waste product of smelting ores) , and adding it's ore to pre-existing metal producing stones with 10% production rates. I copied a lot of the data from steel, except that I removed all useful uses of the &lt;br /&gt;
&amp;quot;metal&amp;quot; and made its max edge = 0. It is in the inorganic_metal file right below steel. &lt;br /&gt;
&lt;br /&gt;
When I created a new world, I ended up with this error on all the ore stones (hematite is just the first in the list)&lt;br /&gt;
&lt;br /&gt;
HEMATITE: Smelt Ore Not Found, Token - SLAG&lt;br /&gt;
&lt;br /&gt;
What did I do wrong? And was there perhaps a better way of doing this?  --[[User:Teres Draconis|  jaz]] 22:05, 29 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Linux==&lt;br /&gt;
After spending a good 20 minutes figuring out why I can add workshops in window, but failing horribly in linux... I remembered that the line endings are different. also dont forget .txt in the filename. Hope this helps someone else. --Anonymous 06:59, 01 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==BODY_DETAIL_PLAN==&lt;br /&gt;
Would it be worth the trouble to try and create a body_detail_plan file to create a super dwarf with adamantine skin and bones, or is there a more practical way to do this? --[[User:Shatari|Shatari]] 01:59, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
If you want an invincible adamantine dwarf, this works. &lt;br /&gt;
&lt;br /&gt;
	[BODY:HUMANOID]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT][TRANCES][WEBIMMUNE]&lt;br /&gt;
	[NO_DIZZINESS][NO_FEVERS][NOFEAR][NOBONES][NOSTUCKINS][FIREIMMUNE_SUPER][PARALYZEIMMUNE]&lt;br /&gt;
&lt;br /&gt;
	[TISSUE:ADAMANTINE]&lt;br /&gt;
	    [TISSUE_NAME:adamantine:adamantine]&lt;br /&gt;
	    [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
	    [MUSCULAR]&lt;br /&gt;
	    [HEALING_RATE:1]&lt;br /&gt;
	    [FUNCTIONAL]&lt;br /&gt;
	    [STRUCTURAL]&lt;br /&gt;
	    [RELATIVE_THICKNESS:1]&lt;br /&gt;
	    [CONNECTS]&lt;br /&gt;
	    [TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
--[[User:Devek|Devek]] 08:10, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Last I checked, this part didn't work.&lt;br /&gt;
	&lt;br /&gt;
[TISSUE:ADAMANTINE]&lt;br /&gt;
	    [TISSUE_NAME:adamantine:adamantine]&lt;br /&gt;
	    [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
	    [MUSCULAR]&lt;br /&gt;
	    [HEALING_RATE:1]&lt;br /&gt;
	    [FUNCTIONAL]&lt;br /&gt;
	    [STRUCTURAL]&lt;br /&gt;
	    [RELATIVE_THICKNESS:1]&lt;br /&gt;
	    [CONNECTS]&lt;br /&gt;
	    [TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
However, I have made a super dwarf with Obsidian skin, bone, ligaments, etc. Here [[Shaostoul's Guide#Various Reactions and Information]]. I know for a fact that this works perfectly. and to make the muscles and things obsidian then just copy-paste the format for the skin or bones and rename them to the appropriate format.&lt;br /&gt;
&lt;br /&gt;
--[[User:ToaHero92|ToaHero92]]&lt;br /&gt;
&lt;br /&gt;
It works, notice that my dwarf didn't have bones, skins, ligaments, or organs. If you want a super dwarf those are just silly things that might get damaged. &lt;br /&gt;
&lt;br /&gt;
--[[User:Devek|Devek]] 23:46, 19 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=146423</id>
		<title>v0.31 Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=146423"/>
		<updated>2011-04-19T08:10:25Z</updated>

		<summary type="html">&lt;p&gt;Devek: /* BODY_DETAIL_PLAN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Question about save raws==&lt;br /&gt;
&lt;br /&gt;
What if we just mod the raws in the save directory (\data\save\region 2\raw)?  Are you sure that we still need to regen the world? Or does it still cause instabilities? And this is the wrong place for this question, isn't it? ... ah, well, but this is where I'll know to find it again later...   -  lost 08:40, 4 May 2010 (UTC)&lt;br /&gt;
: I haven't tested most of the other cheats, but I do know that you can remove the aquifer by editing the save raws. I would imagine that it works for any modification, though I'd suggest backing up your files and not being too attached to any existing forts before you try it. (Sorry if this is a bit late, I only just recently got into DF.)--[[User:Shatari|Shatari]] 22:43, 20 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sometimes editing raws require regen (for example adding new reactions), sometimes don't (dealing with obsidian not listed in {{k|z}}-Stone screen) --[[User:WwWraith|WwWraith]] 19:47, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Free Food==&lt;br /&gt;
Anyone know how to update my &amp;quot;Free Food&amp;quot; hack?--[[User:Aescula|Aescula]] 05:11, 8 April 2010 (UTC)&lt;br /&gt;
: The following works. Don't forget to add it to raw/objects/entity_default.text and then regen your world like the others. Modify as needed for any other plant.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;pre&amp;gt;&lt;br /&gt;
::[REACTION:F_PLUMP_HELMETS]&lt;br /&gt;
::[NAME:create plump helmets]&lt;br /&gt;
::[BUILDING:SMELTER:NONE]&lt;br /&gt;
::[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP][PRODUCT_DIMENSION:150]&lt;br /&gt;
::[SKILL:SMELT]&lt;br /&gt;
::&amp;lt;/pre&amp;gt;&lt;br /&gt;
:-20:18, 20 April 2010 (UTC)&lt;br /&gt;
::Is the PRODUCT_DIMENSION actually necessary? --[[User:Quietust|Quietust]] 20:24, 20 April 2010 (UTC)&lt;br /&gt;
:::I'm not actually sure. I just modified the Free_Wood reaction that was listed on the page to create plump helmets. -21:10, 23 April 2010 (UTC)&lt;br /&gt;
::::PRODUCT_DIMENSION is not needed. In a related topic, I made a reaction that has a chance to produce any of the edible plants, and it appears that they all work--for eating raw, processing for fibers, brewing, cooking, etc.--so I'm going to remove the bit about the ones besides sweet pods and sun berries not being tested. [[Special:Contributions/98.151.26.202|98.151.26.202]] 07:38, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
Does the site finder stuff still have relevance? If not, I don't think it has any business being here. [[User:Deimos56|Deimos]] 21:33, 9 April 2010 (UTC)&lt;br /&gt;
:Such features do not even exist in the old sense, they've either been removed or integrated into the current world geography in such a way that &amp;quot;finding&amp;quot; them would be pointless. Regardless of that reasoning, I tested it and it does not reveal anything. Removing... [[User:Trorbes|Trorbes]] 05:25, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help== &lt;br /&gt;
Anyone know why the pre-made rawhacks available on this page don't work for me? I've created a new world, everything...&lt;br /&gt;
*I believe you have to add the reaction to the civilisation's entity definition now - look in entity_default.txt --[[User:Samthere|Samthere]] 01:30, 11 April 2010 (UTC)&lt;br /&gt;
**Thanks.  I'll try that.&lt;br /&gt;
&lt;br /&gt;
==Reengineered==&lt;br /&gt;
&lt;br /&gt;
*Is there a reason why you replaced functional additions to raws with incomplete additions to raws and modifications to existing raws that mess up original reactions?&lt;br /&gt;
&lt;br /&gt;
Please check that whatever you add is correct and complete material.&lt;br /&gt;
*the reactions were working just fine for me as they are, so I assumed it was unnecessary. Presumably there was some sort of fluke for me. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
**the reactions you listed would do nothing on their own for anyone else who added them because they also require coresponding entries of PERMITTED_REACTION to entity_default.txt under ENTITY:MOUNTAIN. I suggest you read the material you deleted to see how reactions are done properly or consult modding tutorials on the forum. There should be a minimum quality standard on wiki so that the content is whole and useful.&lt;br /&gt;
***Yes. I know there is. However, I tested all of the mods and they worked for me, so I saw no need to check the forums. I know what I was missing, I know why and it's there now in any case, so I don't think there's really any point in continuing this. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
&lt;br /&gt;
==Shells==&lt;br /&gt;
Anyone have a method to allow you to get shells in a map without turtles without creating a new world.  Everything I've tried so far has failed miserably.&lt;br /&gt;
* you can add shell as body part to existing animal by making additions to their raws and then butcher them for shell, search the modding sub-forum for details&lt;br /&gt;
&lt;br /&gt;
== more bonuses ==&lt;br /&gt;
&lt;br /&gt;
in addition to [NOFEAR] and others, you could add [EXTRAVISION], [NOTHOUGHT], AND [NOEMOTION] as well. I actually got them from the bronze collossus.&lt;br /&gt;
*As did I. I was assuming people would want their dwarves to think.&lt;br /&gt;
*A few things. One of the bonus dwarf tags listed other than [NO_SLEEP] causes dwarfs to sleep forever. I ''believe'' it's [NOEXERT]. Seen in 31.21. It may also cause dwarfs to drink,military train forever and/or idle with many jobs queued/stuff to haul. I did not see this in 31.19. Also try the [FIREIMMUNE_SUPER] from the dragon. Keep in mind NO_SLEEP,NOEAT and NODRINK means dwarfs don't get happiness from any of those. Bedrooms are never autoassigned. &lt;br /&gt;
&lt;br /&gt;
== About attribute and skill decay ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure nothing in the &amp;quot;Tinkering with the dwarven soul&amp;quot; section works. My dwarves' attributes keep dropping, as well as skill levels. I've tried with various numerical values as well as with :NONE:. Attributes -never- go up, or stay same, they can only go down. Skill levels go up just as fast as before, no faster, no slower. Created a new (pocket) world every time after making modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT BY STARGEM:  I have been able to reliably increase Strength, Endurance, and Agility through these means.  Unfortunately, it seems that most attributes do not have tasks or actions linked to them, so they are never exercised at all.  The same goes for Skill_Rates, so I think these issues have to be corrected by Toady before Tinkering with Souls can fully work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra free stuff==&lt;br /&gt;
&lt;br /&gt;
Is there any way to generate other finite resources like water or animals? Aside from being hilarious to see an elephant grow out of a workshop, in maps like deserts water could be generated an put into an underground pool. Any thoughts on how to do this?&lt;br /&gt;
P.S: I heard someone on the forums generated vomit blocks, so I know it can be done.&lt;br /&gt;
:I don't know about generating water, but generating animals doesn't work. Well, it DOES work, but the animals generated are vermin-size and cannot move around on their own or be butchered. [[User:JohnnyMadhouse|JohnnyMadhouse]] 15:43, 29 July 2010 (UTC)&lt;br /&gt;
:: I see in the reaction_other file that there are reagents that are containers for lye, oil, honey... I suspect that you would find there is also a container class for water. I haven't tested it yet, but it was a thought.  --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:17, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
I'm getting tired of mining and using obsidian factories to make my forboding doom towers. I tried adding an obsidian reaction to the smelter but to no avail. Is there a way to make it, even though it's not technically not a metal? [[User:Mgrinshpon|Mgrinshpon]] 16:30, 7 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The following worked for me, tested both in a new world, and by inserting it into the saved game. Beware, 100 product will make your smelter *CLUTTERED* in no time flat.  --[[Special:Contributions/98.207.234.98|98.207.234.98]] 14:17, 1 March 2011 (UTC)&lt;br /&gt;
::In Objects/entity_default.txt  in the section for dwarves, preferably with the other permitted reactions so you can find it later.&lt;br /&gt;
:::[PERMITTED_REACTION:FREE_OBSIDIAN]&lt;br /&gt;
::In Objects/reaction_smelter.txt&lt;br /&gt;
:::[REACTION:FREE_OBSIDIAN]&lt;br /&gt;
:::[NAME:free obsidian]&lt;br /&gt;
:::[BUILDING:SMELTER:NONE]&lt;br /&gt;
:::[PRODUCT:100:100:BOULDER:NO_SUBTYPE:INORGANIC:OBSIDIAN][SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
== Improved Practice Shop ==&lt;br /&gt;
&lt;br /&gt;
Anyone know the skill names for things like negotiations, lying, and combat? I know that a negotiator can improve their skill by doing lots of trading at the depot, for instance... I've tried a few variations and have come up bust. Probably I'm too tired to see the obvious, but possibly I'm just not creative enough. --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:25, 1 March 2011 (UTC)&lt;br /&gt;
:There is a list, [[Skill_token]]. --Anonymous&lt;br /&gt;
:: Thanks!&lt;br /&gt;
:::after testing, alot of those skills seem to be untrainable at a practice workshop, i tested writing, axe using, and building design with no success, but I was able to get brewing and comedy to train.&lt;br /&gt;
&lt;br /&gt;
==  Can someone tell me the exact type and name of an alamantium blowpipe? I've been trying to make a squad.  ==&lt;br /&gt;
You're all crazy, and you're trying to steal my magic bag.&lt;br /&gt;
&lt;br /&gt;
: Here you go&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;pre&amp;gt;&lt;br /&gt;
::[REACTION:ADAMANTINE_BLOWGUN]&lt;br /&gt;
::[NAME:Free Adamantine Blowgun]&lt;br /&gt;
::[BUILDING:SMELTER:NONE] &lt;br /&gt;
::[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BLOWGUN:INORGANIC:ADAMANTINE]&lt;br /&gt;
::[SKILL:SMELT]&lt;br /&gt;
::&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Error Messages - Smelt Ore Not Found==&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this question, but since it was a result of modding, I thought this might be the place to ask...&lt;br /&gt;
(I didn't have this problem in the old versions, btw... but it's been a while since I played seriously, and I might have fogotten a step.)&lt;br /&gt;
&lt;br /&gt;
I created a new metal (slag, not really a metal, but a waste product of smelting ores) , and adding it's ore to pre-existing metal producing stones with 10% production rates. I copied a lot of the data from steel, except that I removed all useful uses of the &lt;br /&gt;
&amp;quot;metal&amp;quot; and made its max edge = 0. It is in the inorganic_metal file right below steel. &lt;br /&gt;
&lt;br /&gt;
When I created a new world, I ended up with this error on all the ore stones (hematite is just the first in the list)&lt;br /&gt;
&lt;br /&gt;
HEMATITE: Smelt Ore Not Found, Token - SLAG&lt;br /&gt;
&lt;br /&gt;
What did I do wrong? And was there perhaps a better way of doing this?  --[[User:Teres Draconis|  jaz]] 22:05, 29 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Linux==&lt;br /&gt;
After spending a good 20 minutes figuring out why I can add workshops in window, but failing horribly in linux... I remembered that the line endings are different. also dont forget .txt in the filename. Hope this helps someone else. --Anonymous 06:59, 01 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==BODY_DETAIL_PLAN==&lt;br /&gt;
Would it be worth the trouble to try and create a body_detail_plan file to create a super dwarf with adamantine skin and bones, or is there a more practical way to do this? --[[User:Shatari|Shatari]] 01:59, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
If you want an invincible adamantine dwarf, this works. &lt;br /&gt;
&lt;br /&gt;
	[BODY:HUMANOID]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT][TRANCES][WEBIMMUNE]&lt;br /&gt;
	[NO_DIZZINESS][NO_FEVERS][NOFEAR][NOBONES][NOSTUCKINS][FIREIMMUNE_SUPER][PARALYZEIMMUNE]&lt;br /&gt;
&lt;br /&gt;
	[TISSUE:ADAMANTINE]&lt;br /&gt;
	    [TISSUE_NAME:adamantine:adamantine]&lt;br /&gt;
	    [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
	    [MUSCULAR]&lt;br /&gt;
	    [HEALING_RATE:1]&lt;br /&gt;
	    [FUNCTIONAL]&lt;br /&gt;
	    [STRUCTURAL]&lt;br /&gt;
	    [RELATIVE_THICKNESS:1]&lt;br /&gt;
	    [CONNECTS]&lt;br /&gt;
	    [TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
--[[User:Devek|Devek]] 08:10, 19 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=144852</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=144852"/>
		<updated>2011-04-07T03:47:15Z</updated>

		<summary type="html">&lt;p&gt;Devek: haven't updated this page in awhile haha&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.19-25(possibly higher) (0.6.7 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
0.6.7 - More progress on handling complicated jobs with a few more jobs supported. Updated QT to 4.7.3&amp;lt;br /&amp;gt;&lt;br /&gt;
0.6.6 - Small update. Added clay, pearlash, and potash from lye. Should work on more versions of DF, including future ones.&lt;br /&gt;
&lt;br /&gt;
You must load this program after you load your world and close it before you save.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Foreman was written by Devek.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=127313</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=127313"/>
		<updated>2010-09-09T06:51:12Z</updated>

		<summary type="html">&lt;p&gt;Devek: version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.12 (0.3 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
0.1.0 July 25th 2010 - Initial Release&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.1 July 25th 2010 - Fixed a stupid bug that prevented it from working on machines other than mine.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.2 July 25th 2010 - Updated to work with 0.31.12&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.0 July 26th 2010 - Updated GUI and added an option to cut down ALL trees (suck it elves!)&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.1 July 27th 2010 - The first launch no longer destroys existing manager jobs. No longer counts items that are marked dumped/forbidden, part of a task, or part of a construction but it does count items that are being carried around. Fixed bug where cutting down trees would throw invalid dig errors.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.0 July 28th 2010 - Fixed a few places it might crash. Added the ability to gather trees. Rewrote items so they are not hard coded and added pearlash, drinks, and thread. Will add more later. The FIRST time you gather plants and/or trees in this version might take awhile, designating is really slow due to my hack to avoid a certain race condition. I got a few ideas of a better way to do it, but for now it is fast after the first time.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.1 July 29th 2010 - Fixed a potential &amp;quot;Allocating memory failed..&amp;quot; error, if you were not getting it you don't need this update.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.5 July 29th 2010 - Added basic exception handling, it will attempt to recover and not crash on simple errors. Fixed a bug where it counted a stack of items as one. Fixed the designation bug and it can now designate every tree and shrub in sight in less than a second. A few minor stability issues were also addressed. No new features really, but a lot went into this update.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.4.0 Aug 6th 2010 - Designating trees/shrub is now highly parallel and uses a faster method than DF itself uses. Recoded entire core from proof of concept to production, which means there may be new bugs and lots of optimization left. It now culls excess jobs. There is a buffer option that will cause you to make x more of something than you need. Added dye, sugar, and flour. Note though, that while trying to mill one type of plant it will forbid the other types of (mill-able) plants, which may prevent them from being used for other things. That being said, a powered millstone is blazing fast (especially when it is giving you the item you want) and shouldn't interfere much. Maybe a few other things I forgot lol.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.4.5 Aug 11th 2010 - No longer counts items in a caravan or used in construction(walls/floors/stairs/etc). Can save and load settings. Added charcoal, lye, sugar, and quarry leaves.&lt;br /&gt;
0.5.0 Sep 9th 2010 - Added support for user defined jobs.&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable..&lt;br /&gt;
&lt;br /&gt;
You must load this program after you load your world and close it before you save.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Foreman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=124915</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=124915"/>
		<updated>2010-08-12T01:52:32Z</updated>

		<summary type="html">&lt;p&gt;Devek: version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.12 (0.3 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
0.1.0 July 25th 2010 - Initial Release&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.1 July 25th 2010 - Fixed a stupid bug that prevented it from working on machines other than mine.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.2 July 25th 2010 - Updated to work with 0.31.12&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.0 July 26th 2010 - Updated GUI and added an option to cut down ALL trees (suck it elves!)&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.1 July 27th 2010 - The first launch no longer destroys existing manager jobs. No longer counts items that are marked dumped/forbidden, part of a task, or part of a construction but it does count items that are being carried around. Fixed bug where cutting down trees would throw invalid dig errors.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.0 July 28th 2010 - Fixed a few places it might crash. Added the ability to gather trees. Rewrote items so they are not hard coded and added pearlash, drinks, and thread. Will add more later. The FIRST time you gather plants and/or trees in this version might take awhile, designating is really slow due to my hack to avoid a certain race condition. I got a few ideas of a better way to do it, but for now it is fast after the first time.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.1 July 29th 2010 - Fixed a potential &amp;quot;Allocating memory failed..&amp;quot; error, if you were not getting it you don't need this update.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.5 July 29th 2010 - Added basic exception handling, it will attempt to recover and not crash on simple errors. Fixed a bug where it counted a stack of items as one. Fixed the designation bug and it can now designate every tree and shrub in sight in less than a second. A few minor stability issues were also addressed. No new features really, but a lot went into this update.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.4.0 Aug 6th 2010 - Designating trees/shrub is now highly parallel and uses a faster method than DF itself uses. Recoded entire core from proof of concept to production, which means there may be new bugs and lots of optimization left. It now culls excess jobs. There is a buffer option that will cause you to make x more of something than you need. Added dye, sugar, and flour. Note though, that while trying to mill one type of plant it will forbid the other types of (mill-able) plants, which may prevent them from being used for other things. That being said, a powered millstone is blazing fast (especially when it is giving you the item you want) and shouldn't interfere much. Maybe a few other things I forgot lol.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.4.5 Aug 11th 2010 - No longer counts items in a caravan or used in construction(walls/floors/stairs/etc). Can save and load settings. Added charcoal, lye, sugar, and quarry leaves.&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable..&lt;br /&gt;
&lt;br /&gt;
You must load this program after you load your world and close it before you save.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Foreman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=123851</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=123851"/>
		<updated>2010-08-06T05:45:49Z</updated>

		<summary type="html">&lt;p&gt;Devek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.12 (0.3 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
0.1.0 July 25th 2010 - Initial Release&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.1 July 25th 2010 - Fixed a stupid bug that prevented it from working on machines other than mine.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.2 July 25th 2010 - Updated to work with 0.31.12&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.0 July 26th 2010 - Updated GUI and added an option to cut down ALL trees (suck it elves!)&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.1 July 27th 2010 - The first launch no longer destroys existing manager jobs. No longer counts items that are marked dumped/forbidden, part of a task, or part of a construction but it does count items that are being carried around. Fixed bug where cutting down trees would throw invalid dig errors.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.0 July 28th 2010 - Fixed a few places it might crash. Added the ability to gather trees. Rewrote items so they are not hard coded and added pearlash, drinks, and thread. Will add more later. The FIRST time you gather plants and/or trees in this version might take awhile, designating is really slow due to my hack to avoid a certain race condition. I got a few ideas of a better way to do it, but for now it is fast after the first time.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.1 July 29th 2010 - Fixed a potential &amp;quot;Allocating memory failed..&amp;quot; error, if you were not getting it you don't need this update.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.3.5 July 29th 2010 - Added basic exception handling, it will attempt to recover and not crash on simple errors. Fixed a bug where it counted a stack of items as one. Fixed the designation bug and it can now designate every tree and shrub in sight in less than a second. A few minor stability issues were also addressed. No new features really, but a lot went into this update.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.4.0 Aug 6th 2010 - Designating trees/shrub is now highly parallel and uses a faster method than DF itself uses. Recoded entire core from proof of concept to production, which means there may be new bugs and lots of optimization left. It now culls excess jobs. There is a buffer option that will cause you to make x more of something than you need. Added dye, sugar, and flour. Note though, that while trying to mill one type of plant it will forbid the other types of (mill-able) plants, which may prevent them from being used for other things. That being said, a powered millstone is blazing fast (especially when it is giving you the item you want) and shouldn't interfere much. Maybe a few other things I forgot lol.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable..&lt;br /&gt;
&lt;br /&gt;
You must load this program after you load your world and close it before you save.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Foreman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=123072</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=123072"/>
		<updated>2010-07-30T00:18:57Z</updated>

		<summary type="html">&lt;p&gt;Devek: updated version to 0.3.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.12 (0.3 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
0.1.0 July 25th 2010 - Initial Release&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.1 July 25th 2010 - Fixed a stupid bug that prevented it from working on machines other than mine.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.2 July 25th 2010 - Updated to work with 0.31.12&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.0 July 26th 2010 - Updated GUI and added an option to cut down ALL trees (suck it elves!)&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.1 July 27th 2010 - The first launch no longer destroys existing manager jobs. No longer counts items that are marked dumped/forbidden, part of a task, or part of a construction but it does count items that are being carried around. Fixed bug where cutting down trees would throw invalid dig errors.&lt;br /&gt;
0.3.0 July 28th 2010 - Fixed a few places it might crash. Added the ability to gather trees. Rewrote items so they are not hard coded and added pearlash, drinks, and thread. Will add more later. The FIRST time you gather plants and/or trees in this version might take awhile, designating is really slow due to my hack to avoid a certain race condition. I got a few ideas of a better way to do it, but for now it is fast after the first time.&lt;br /&gt;
0.3.1 July 29th 2010 - Fixed a potential &amp;quot;Allocating memory failed..&amp;quot; error, if you were not getting it you don't need this update.&lt;br /&gt;
0.3.5 July 29th 2010 - Added basic exception handling, it will attempt to recover and not crash on simple errors. Fixed a bug where it counted a stack of items as one. Fixed the designation bug and it can now designate every tree and shrub in sight in less than a second. A few minor stability issues were also addressed. No new features really, but a lot went into this update.&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable..&lt;br /&gt;
&lt;br /&gt;
You must load this program after you load your world and close it before you save.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Foreman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122871</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122871"/>
		<updated>2010-07-28T18:23:14Z</updated>

		<summary type="html">&lt;p&gt;Devek: updated version to 0.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.12 (0.3 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
0.1.0 July 25th 2010 - Initial Release&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.1 July 25th 2010 - Fixed a stupid bug that prevented it from working on machines other than mine.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.2 July 25th 2010 - Updated to work with 0.31.12&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.0 July 26th 2010 - Updated GUI and added an option to cut down ALL trees (suck it elves!)&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.1 July 27th 2010 - The first launch no longer destroys existing manager jobs. No longer counts items that are marked dumped/forbidden, part of a task, or part of a construction but it does count items that are being carried around. Fixed bug where cutting down trees would throw invalid dig errors.&lt;br /&gt;
0.3.0 July 28th 2010 - Fixed a few places it might crash. Added the ability to gather trees. Rewrote items so they are not hard coded and added pearlash, drinks, and thread. Will add more later. The FIRST time you gather plants and/or trees in this version might take awhile, designating is really slow due to my hack to avoid a certain race condition. I got a few ideas of a better way to do it, but for now it is fast after the first time.&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen.&lt;br /&gt;
&lt;br /&gt;
Currently there are no known bugs except the fact that Foreman needs to be started after your world is loaded and closed before you save and designating trees/plants could take a min or more depending on the situation the first time.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Foreman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122668</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122668"/>
		<updated>2010-07-27T13:05:11Z</updated>

		<summary type="html">&lt;p&gt;Devek: updated version to 0.2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.12 (0.2.1 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
0.1.0 July 25th 2010 - Initial Release&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.1 July 25th 2010 - Fixed a stupid bug that prevented it from working on machines other than mine.&amp;lt;br /&amp;gt;&lt;br /&gt;
0.1.2 July 25th 2010 - Updated to work with 0.31.12&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.0 July 26th 2010 - Updated GUI and added an option to cut down ALL trees (suck it elves!)&amp;lt;br /&amp;gt;&lt;br /&gt;
0.2.1 July 27th 2010 - The first launch no longer destroys existing manager jobs. No longer counts items that are marked dumped/forbidden, part of a task, or part of a construction but it does count items that are being carried around. Fixed bug where cutting down trees would throw invalid dig errors&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable.. I am a little worried about my method being stable.&lt;br /&gt;
&lt;br /&gt;
Currently there are no known bugs except the fact that Foreman needs to be started after your world is loaded and closed before you save.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Foreman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122599</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122599"/>
		<updated>2010-07-26T15:02:00Z</updated>

		<summary type="html">&lt;p&gt;Devek: updated version to 0.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.12 (0.2 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable.. I am a little worried about my method being stable.&lt;br /&gt;
&lt;br /&gt;
I had to allocate a segment of memory inside of DF and I write all the jobs I want done there. When DF is done with those jobs, does it try to free that memory? If so what happens? :P &lt;br /&gt;
&lt;br /&gt;
Additionally, this doesn't distinguish between forbidden items or items that are part of constructions.. tons of bugs and things I need to do but right now I just need feedback on if it crashes or corrupts people's games. There is also a race condition where it will try to cut down a tree that is a split second from being cut down. It is harmless and rare, but you will get a &amp;quot;Urist McMiner cancels Dig: Inappropriate dig square.&amp;quot; when it happens.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Forman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:DwarfForeman&amp;diff=122491</id>
		<title>Utility Talk:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:DwarfForeman&amp;diff=122491"/>
		<updated>2010-07-25T15:36:10Z</updated>

		<summary type="html">&lt;p&gt;Devek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ambiguity==&lt;br /&gt;
Not to be confused with [http://www.pavlovian.net/foreman/ this] Dwarf Foreman. --[[User:Quietust|Quietust]] 15:31, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Crud.. didn't know the name was already used by something. [[User:Devek|Devek]] 15:36, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=122479</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=122479"/>
		<updated>2010-07-25T11:41:07Z</updated>

		<summary type="html">&lt;p&gt;Devek: fail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense Slate now supports v0.31.05 - [http://stonesense.googlecode.com/files/Stonesense_Slate_RC2.rar get it here]&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]===&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.5.7 is out (July 13, 2010). This version supports DF builds up to 0.31.10.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.5 is out for Windows, currently supporting 0.31.10. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and letters (runes) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.4.0.4) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 legacy versions and 0.31.04-0.31.11 SDL versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122478</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122478"/>
		<updated>2010-07-25T11:40:28Z</updated>

		<summary type="html">&lt;p&gt;Devek: fail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DwarfForman0_1.png|thumb|right|Dwarf Foreman Screenshot]]&lt;br /&gt;
&lt;br /&gt;
==Dwarf Foreman==&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.11 (0.1 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable.. I am a little worried about my method being stable.&lt;br /&gt;
&lt;br /&gt;
I had to allocate a segment of memory inside of DF and I write all the jobs I want done there. When DF is done with those jobs, does it try to free that memory? If so what happens? :P &lt;br /&gt;
&lt;br /&gt;
Additionally, this doesn't distinguish between forbidden items or items that are part of constructions.. tons of bugs and things I need to do but right now I just need feedback on if it crashes or corrupts people's games.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Forman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122476</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122476"/>
		<updated>2010-07-25T11:39:36Z</updated>

		<summary type="html">&lt;p&gt;Devek: moved Utility:DwarfForman to Utility:DwarfForeman:&amp;amp;#32;English isn't my best skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DwarfForman0_1.png|thumb|right|Dwarf Forman Screenshot]]&lt;br /&gt;
&lt;br /&gt;
==Dwarf Forman==&lt;br /&gt;
Dwarf Forman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.11 (0.1 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable.. I am a little worried about my method being stable.&lt;br /&gt;
&lt;br /&gt;
I had to allocate a segment of memory inside of DF and I write all the jobs I want done there. When DF is done with those jobs, does it try to free that memory? If so what happens? :P &lt;br /&gt;
&lt;br /&gt;
Additionally, this doesn't distinguish between forbidden items or items that are part of constructions.. tons of bugs and things I need to do but right now I just need feedback on if it crashes or corrupts people's games.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Forman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=122475</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=122475"/>
		<updated>2010-07-25T11:19:32Z</updated>

		<summary type="html">&lt;p&gt;Devek: Added my utility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense Slate now supports v0.31.05 - [http://stonesense.googlecode.com/files/Stonesense_Slate_RC2.rar get it here]&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]===&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.5.7 is out (July 13, 2010). This version supports DF builds up to 0.31.10.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.5 is out for Windows, currently supporting 0.31.10. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and letters (runes) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.4.0.4) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 legacy versions and 0.31.04-0.31.11 SDL versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForman|Dwarf Forman]] ===&lt;br /&gt;
Dwarf Forman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122474</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122474"/>
		<updated>2010-07-25T11:13:47Z</updated>

		<summary type="html">&lt;p&gt;Devek: added links lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DwarfForman0_1.png|thumb|right|Dwarf Forman Screenshot]]&lt;br /&gt;
&lt;br /&gt;
==Dwarf Forman==&lt;br /&gt;
Dwarf Forman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.11 (0.1 alpha [http://dffd.wimbli.com/file.php?id=2806 download])&lt;br /&gt;
&lt;br /&gt;
The official thread for feedback, questions, requests or bug reports is located at http://www.bay12forums.com/smf/index.php?topic=62364.0&lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable.. I am a little worried about my method being stable.&lt;br /&gt;
&lt;br /&gt;
I had to allocate a segment of memory inside of DF and I write all the jobs I want done there. When DF is done with those jobs, does it try to free that memory? If so what happens? :P &lt;br /&gt;
&lt;br /&gt;
Additionally, this doesn't distinguish between forbidden items or items that are part of constructions.. tons of bugs and things I need to do but right now I just need feedback on if it crashes or corrupts people's games.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Forman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122473</id>
		<title>Utility:DwarfForeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DwarfForeman&amp;diff=122473"/>
		<updated>2010-07-25T11:08:24Z</updated>

		<summary type="html">&lt;p&gt;Devek: Added a page for my utility.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DwarfForman0_1.png|thumb|right|Dwarf Forman Screenshot]]&lt;br /&gt;
&lt;br /&gt;
==Dwarf Forman==&lt;br /&gt;
Dwarf Forman is a third party program to automatically dispatch jobs to your workers.&lt;br /&gt;
&lt;br /&gt;
Versions Supported 0.31.10-0.31.11 &lt;br /&gt;
&lt;br /&gt;
Automatically adds jobs to your manager screen. I am curious if this concept works and is stable.. I am a little worried about my method being stable.&lt;br /&gt;
&lt;br /&gt;
I had to allocate a segment of memory inside of DF and I write all the jobs I want done there. When DF is done with those jobs, does it try to free that memory? If so what happens? :P &lt;br /&gt;
&lt;br /&gt;
Additionally, this doesn't distinguish between forbidden items or items that are part of constructions.. tons of bugs and things I need to do but right now I just need feedback on if it crashes or corrupts people's games.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
* Dwarf Forman was written by Devek.&lt;br /&gt;
* Dfhack library was written by peterix.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DwarfForman0_1.png&amp;diff=122472</id>
		<title>File:DwarfForman0 1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DwarfForman0_1.png&amp;diff=122472"/>
		<updated>2010-07-25T10:56:39Z</updated>

		<summary type="html">&lt;p&gt;Devek: Dwarf Forman Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Forman Screenshot&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=122339</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=122339"/>
		<updated>2010-07-24T11:32:20Z</updated>

		<summary type="html">&lt;p&gt;Devek: spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for listing various wiki-related discussions.  In this sense you can get involved in any of the major initiatives on the wiki and find information on how a particular consensus was reached.  If there is a discussion that you'd like to be viewed by more users feel free to list it here.&lt;br /&gt;
&lt;br /&gt;
Items will be occasionally removed from this list to ensure its usability and relevance.  To discuss centralized discussion itself or this article please use the [[Dwarf Fortress Wiki talk:Centralized Discussion|talk page]].&lt;br /&gt;
&lt;br /&gt;
:''To view changes to the below discussions click [http://df.magmawiki.com/index.php/Special:RecentChangesLinked/Dwarf_Fortress_Wiki:Centralized_Discussion here].''&lt;br /&gt;
&lt;br /&gt;
== Current Discussions ==&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Redundancy|Redundancy]] - Articles should repeat tabled info as text.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Article Consolidation|Article Consolidation]] - Are there too many articles forever destined to be stubs? (Ores/Stones/Gems) that can be replaced by tables?&lt;br /&gt;
*[[Dwarf Fortress Wiki:Real World Information|Real World Information]] - Discussing the place of real world information in wiki articles.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Quality|Quality labels]] - Place to discuss the Quality label, as well as the process of labeling articles.&lt;br /&gt;
*[[Talk:Main_Page|Main Page]] - To discuss the layout of the main page, and the purpose of the main page talk for discussion.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Centralized Discussion|Centralized Discussion]] - To discuss this page and the general concept of Centralized discussion.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Improvement_Drive|Improvement Drive]] ([[Dwarf_Fortress_Wiki talk:Improvement_Drive|Talk]]) - Wiki improvement drive&lt;br /&gt;
&lt;br /&gt;
=== Administration ===&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Manual of Style|Manual of style (talk)]] - A general discussion about article style, including subtopics such as spelling (English/UK), the place for humor, page layout, image use, and &amp;quot;vanity articles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Article specific ===&lt;br /&gt;
*[[DF2010 Talk:How to correctly start fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Old Discussions ==&lt;br /&gt;
:''These have all been inactive for &amp;gt;1 month.  But feel free to comment on them if you have something to add, then move the line to current discussions above.''&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
*[[Dwarf_Fortress_Wiki talk:Versions|Wiki Versioning process]] - Archived (as of 4/20) discussion about how to proceed with article versioning for the DF 03.31 (DF2010) upgrade.  Project page describes how it was done and how articles are organized to support multiple different game versions.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Community Portal|Community Portal]] - General discussion area, also to discuss the community portal page itself.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Current events|Current events]] - '''old'''&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Announcements|Announcements]] - About the [[Dwarf Fortress Wiki:Announcements|Announcements]] box at the top of every page.&lt;br /&gt;
&lt;br /&gt;
=== Administration ===&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Deletion_Policy|Deletion Policy (talk)]] - To discuss the [[Dwarf_Fortress_Wiki:Deletion_Policy|Deletion Policy]].&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Magmawiki|Magmawiki]] - Discussion about the on-going magmawiki project, which aims to replace mediawiki for this wiki's software.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Request for Adminship|Request for Adminship]] - Discussions on granting Adminship to specific users &lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Request for Adminship|Request for Adminship (talk)]] - Discussions on the Adminship-granting process&lt;br /&gt;
*[[Dwarf Fortress Wiki:Block policy|Block Policy]] - The not yet created policy for blocking users.&lt;br /&gt;
&lt;br /&gt;
=== Article specific ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Devek&amp;diff=122332</id>
		<title>User:Devek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Devek&amp;diff=122332"/>
		<updated>2010-07-24T03:54:14Z</updated>

		<summary type="html">&lt;p&gt;Devek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-family:Courier New;&amp;quot; &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&amp;lt;center&amp;gt;Manager Jobs&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Job&lt;br /&gt;
|Job ID&lt;br /&gt;
|unknown&lt;br /&gt;
|runs left&lt;br /&gt;
|runs total&lt;br /&gt;
|valid&lt;br /&gt;
|-&lt;br /&gt;
| Collect Webs&lt;br /&gt;
| 0C00 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Collect Sand&lt;br /&gt;
| 1600 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Construct wooden Door&lt;br /&gt;
| 4500 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000002000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Forge steel bolts&lt;br /&gt;
| 8300 &lt;br /&gt;
| FFFF000074204675726E00747572652057697468206372797374000000000F0000000000616C080000000000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-           &lt;br /&gt;
| Make charcoal&lt;br /&gt;
| BA00 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Make ash&lt;br /&gt;
| BB00 &lt;br /&gt;
| FFFFFFFF4C004C004C0000004C004C004C004C004D004D004D00000000000F000000FFFF4D00FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Make Potash From Ash&lt;br /&gt;
| BF00 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Pointers to manager vector (sdl-windows)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
0.31.03 0x0165c418 (unverified)&amp;lt;br /&amp;gt;&lt;br /&gt;
0.31.10 0x0167ae64&amp;lt;br /&amp;gt;&lt;br /&gt;
0.31.11 0x01681e7c &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=122275</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=122275"/>
		<updated>2010-07-23T11:03:06Z</updated>

		<summary type="html">&lt;p&gt;Devek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LOLSPOILER ==&lt;br /&gt;
 DF2010:Hell&lt;br /&gt;
 (Redirected from DF2010:Hidden Fun Stuff)&lt;br /&gt;
 &lt;br /&gt;
 { { spoiler } }&lt;br /&gt;
&lt;br /&gt;
WTF is the point of a spoiler tag concealing the contents of the clowncar '''IF YOU NAME THE DAMN ARTICLE ''&amp;quot;HELL&amp;quot;'''''&lt;br /&gt;
==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Title ==&lt;br /&gt;
&lt;br /&gt;
Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary. --[[User:Pilsu|Pilsu]] 8:35, 17 July 2010 (UTC)&lt;br /&gt;
:'''Hell''' is an English word that is not specific to any one religion, or any collection of religions. You can have Christian hells, Buddhist hells, Marriage hells, Voodoo hells, any underworld abode of the damned can be described by the word hell. -- [[User:Ancient History|Ancient History]] 15:12, 17 July 2010 (UTC)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
== Demon populations ==&lt;br /&gt;
&lt;br /&gt;
From my limited observations the demon population is infinite, but beyond the initial dozens (or hundreds?) that you get when you first breach, the rest are merely migrants just as you'd see with more mundane creatures on the surface or passing through caverns. These migrants are probably &amp;quot;aggressive&amp;quot; - seeking dwarves if they have a path - but unless you've built a path from the pillar to hell's surface, it can mean your fort is entirely safe if all your demon types are &amp;quot;terrestrial&amp;quot; and cannot fly. Safe after dealing with the initial invasion of course - the initial demon always seem to crawl up the pillar even if they cannot normally fly. [[User:Niveras|Niveras]] 16:29, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I observe the same thing. We should probably change the article text so it's less misleading. Currently, it's worded as if the demon attacks never end. [[User:Umiman|Umiman]] 04:29, 21 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Devek&amp;diff=122271</id>
		<title>User:Devek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Devek&amp;diff=122271"/>
		<updated>2010-07-23T08:11:39Z</updated>

		<summary type="html">&lt;p&gt;Devek: Created page with '{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-family:Courier New;&amp;quot;  |colspan=&amp;quot;6&amp;quot;|&amp;lt;center&amp;gt;Manager Jobs&amp;lt;/center&amp;gt; |- |Job |Job ID |unknown |runs left |runs total |valid |- | Collect Webs | 0C00  | FFFF…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-family:Courier New;&amp;quot; &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&amp;lt;center&amp;gt;Manager Jobs&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Job&lt;br /&gt;
|Job ID&lt;br /&gt;
|unknown&lt;br /&gt;
|runs left&lt;br /&gt;
|runs total&lt;br /&gt;
|valid&lt;br /&gt;
|-&lt;br /&gt;
| Collect Webs&lt;br /&gt;
| 0C00 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Collect Sand&lt;br /&gt;
| 1600 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Construct wooden Door&lt;br /&gt;
| 4500 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000002000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Forge steel bolts&lt;br /&gt;
| 8300 &lt;br /&gt;
| FFFF000074204675726E00747572652057697468206372797374000000000F0000000000616C080000000000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-           &lt;br /&gt;
| Make charcoal&lt;br /&gt;
| BA00 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Make ash&lt;br /&gt;
| BB00 &lt;br /&gt;
| FFFFFFFF4C004C004C0000004C004C004C004C004D004D004D00000000000F000000FFFF4D00FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|-&lt;br /&gt;
| Make Potash From Ash&lt;br /&gt;
| BF00 &lt;br /&gt;
| FFFFFFFFE1010001E10100AAA62300AAA6237870A62300000000000000000F000000FFFF0000FFFFFFFF0000000000000000 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 0100 &lt;br /&gt;
| 01000000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=122270</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=122270"/>
		<updated>2010-07-23T05:58:38Z</updated>

		<summary type="html">&lt;p&gt;Devek: updated offset for newest version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0.31.03==&lt;br /&gt;
&lt;br /&gt;
Manager queue found at 0x0165c418 (''0x0167ae64 in 31.10 --[[User:Devek|Devek]] 05:58, 23 July 2010 (UTC)'')&lt;br /&gt;
&lt;br /&gt;
Looks like each queue item is &amp;lt;s&amp;gt;88&amp;lt;/s&amp;gt; 60 bytes long. Some offsets defined in constructor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Job ID&lt;br /&gt;
| Mostly matches up with job ID's in Dwarf Therapist. One or two seem off&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown. May be part of 04h&lt;br /&gt;
| Only seen 0xFFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Item ID&lt;br /&gt;
| Is 0xFFFF for jobs with only one output item (i.e. rock door) - pulls from enums for armour/weapons&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;06h-0Bh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| BYTE&lt;br /&gt;
| &lt;br /&gt;
| Set to 0 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Dh-1Bh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| &lt;br /&gt;
| Set to 0 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| &lt;br /&gt;
| Set to 15 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h-27h&amp;lt;/code&amp;gt;&lt;br /&gt;
| probably 4&lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material definition. 0xFFFF for jobs with no material choice.&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| bitfield&lt;br /&gt;
| Target definition? changes to 4/64/1024 for Encrust Ammo/Furniture/Finished Goods with &amp;lt;mat&amp;gt; - operates as a bitfield&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;30h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| bitfield&lt;br /&gt;
| Another material bitfield. This one covers plant/cloth/wood/leather/bone/horn/pearl at a minimum.&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;32h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Runs remaining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Total Number of runs&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| Validated&lt;br /&gt;
| Looks like a very large bool. Set to 0 by the constructor. Wonder why it's so large - guessing alignment packing&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item ID===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Weaponsmithing (J:97)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Armoursmithing (J:101)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | 2Ch - Encrust  with  (J:87)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Whip&lt;br /&gt;
| Breastplate&lt;br /&gt;
| 4: Furniture &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Battle Axe &lt;br /&gt;
| Iron Shirt &lt;br /&gt;
| 64: Ammo &lt;br /&gt;
|- &lt;br /&gt;
| 2 &lt;br /&gt;
| War Hammer&lt;br /&gt;
| Armor &lt;br /&gt;
| 1024: Finished Goods &lt;br /&gt;
|- &lt;br /&gt;
| 3 &lt;br /&gt;
| Short Sword &lt;br /&gt;
| Coat &lt;br /&gt;
 &lt;br /&gt;
|- &lt;br /&gt;
| 4 &lt;br /&gt;
| Spear &lt;br /&gt;
| Shirt &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| 5 &lt;br /&gt;
| Mace &lt;br /&gt;
| Cloak   &lt;br /&gt;
|- &lt;br /&gt;
| 6 &lt;br /&gt;
| Crossbow &lt;br /&gt;
| Tunic  &lt;br /&gt;
|- &lt;br /&gt;
| 7 &lt;br /&gt;
| Pick &lt;br /&gt;
| Toga  &lt;br /&gt;
|- &lt;br /&gt;
| 8 &lt;br /&gt;
| Bow  &lt;br /&gt;
| Vest &lt;br /&gt;
|- &lt;br /&gt;
| 9 &lt;br /&gt;
| Blowgun &lt;br /&gt;
| Dress   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material ID===&lt;br /&gt;
&lt;br /&gt;
Partial list only&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Iron&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Silver&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Copper&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Nickel&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Zinc&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bronze&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Brass&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Steel&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Pig Iron&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Platinum&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==0.28.40d19==&lt;br /&gt;
&lt;br /&gt;
Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
Never did get around to updating these... Ah well, archiving them&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Appears that this is actually a 'task' structure for any task. I suspect that there will be a pointer to one of these in the creature structure. Maybe even pointing to the same object?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| ID&lt;br /&gt;
| Increases with each new job. Doesn't appear to reuse. Haven't tried to rollover&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Material Type?&lt;br /&gt;
| Common types for wood, cloth, rock etc. Sure I've seen a list on the wiki of these, but if not I'll throw one together&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Task&lt;br /&gt;
| Interestingly contains all dwarf tasks. Including half a dozen strange moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally the same for the same workshop. Probably a pair of shorts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Work left on item&lt;br /&gt;
| Unstarted jobs are 0xFFFFFFFF. When job becomes active changes to a job specific value then counts down. At 0 job is complete and removed from vector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Often 0, FFFFFFFF or 80008&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally 0, 0C00, FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Status bitfield&lt;br /&gt;
| 1 is repeat, 2 is suspend, 4 is active. 8 has been seen - appears to be 'about to start'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Remains 0xFFFFFFFF. May be non-workshop related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0000. Active job sometimes has a different value. Kitchens usually do. May be a quantity modifier?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5*4&lt;br /&gt;
| long[5]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs usually have values. Sometimes these look like pointers. Sometimes not. Inactive jobs are almost always 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than F&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs sometimes have values. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs only. List of materials? list of dwarves?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| I'm not convinced this one is a vector, but it looks a lot like one. I'll keep looking at it&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Pretty sure this one is a vector. Generally seems to have 1-2 somethings each.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Devek</name></author>
	</entry>
</feed>