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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dirst</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Dirst"/>
	<updated>2026-04-10T18:30:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Thought&amp;diff=219711</id>
		<title>DF2014 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Thought&amp;diff=219711"/>
		<updated>2015-07-07T02:14:44Z</updated>

		<summary type="html">&lt;p&gt;Dirst: /* Incomplete */  Pet-related thought, but don't have the info needed to add it properly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Incomplete ==&lt;br /&gt;
&lt;br /&gt;
This page isn't complete any more. There are some new thoughts relating to Justice. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 21:50, 24 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've noticed &amp;quot;Urist was pleased when interacting with a pet recently&amp;quot; thoughts, too.  But I don't know the strength of the thought to add it to the table properly. [[User:Dirst|Dirst]] ([[User talk:Dirst|talk]]) 02:14, 7 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts not triggering properly? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed in my fort that a dwarf's father and brother didn't get the &amp;quot;grieves for somebody's death&amp;quot; bad thought when he was killed (though they were horrified to see him get killed in front of them). Neither did any of his friends. I'm not sure if this is a bug. [[User:Feb Rainyworks|Feb Rainyworks]]&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tool_token&amp;diff=219535</id>
		<title>Tool token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tool_token&amp;diff=219535"/>
		<updated>2015-06-23T16:57:15Z</updated>

		<summary type="html">&lt;p&gt;Dirst: Added SOFT_MAT.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Name of the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARD_MAT&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any &amp;quot;hard&amp;quot; material, such as stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_MAT&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_WEAPON_MAT&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any weapons-grade metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOFT_MAT&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any &amp;quot;soft&amp;quot; material, such as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_MAT&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNIMPROVABLE&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tool from being improved.  Used on honeycombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
|&lt;br /&gt;
*num&lt;br /&gt;
| Defines the item value of the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
|&lt;br /&gt;
*num&lt;br /&gt;
| Defines the tile used to represent the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVERTED_TILE&lt;br /&gt;
|&lt;br /&gt;
| Found on minecarts.&amp;lt;!-- Please help find a definition for this token --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOOL_USE&lt;br /&gt;
| &lt;br /&gt;
*tool use, see below&lt;br /&gt;
| Defines the task performed using the tool.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FURNITURE&lt;br /&gt;
|&lt;br /&gt;
| Allows item to be stored in a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJECTIVE&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| Adjective preceding the material name (e.g. &amp;quot;large copper dagger&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE / WEIGHT&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Volume of tool in mL or cubic centimeters. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTAINER_CAPACITY&lt;br /&gt;
|&lt;br /&gt;
*amount&lt;br /&gt;
| How much the item can contain. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOOT_FORCE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOOT_MAXVEL&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL&lt;br /&gt;
| &lt;br /&gt;
*Skill token&lt;br /&gt;
| The skill to determine effectiveness in melee with this tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RANGED&lt;br /&gt;
| &lt;br /&gt;
*Skill token&lt;br /&gt;
*Ammo item token&lt;br /&gt;
| Makes this tool a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWO_HANDED&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Creatures under this size (in cm^3) must use the tool two-handed. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINIMUM_SIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Minimum body size (in cm^3) to use the tool at all (multigrasp required until TWO_HANDED value) &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Number of bar units needed for forging, as well as the amount gained from melting. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
*attacktype:BLUNT or EDGE&lt;br /&gt;
*contact_area:value&lt;br /&gt;
*penetration_size:value&lt;br /&gt;
*verb2nd:string&lt;br /&gt;
*verb3rd:string&lt;br /&gt;
*noun:string&lt;br /&gt;
*velocity_multiplier:value&lt;br /&gt;
| You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid tool uses (and the default tools used for these tasks) are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! ID&lt;br /&gt;
! Token&lt;br /&gt;
! Usage&lt;br /&gt;
|-&lt;br /&gt;
| 0 || LIQUID_COOKING || cauldron&lt;br /&gt;
|-&lt;br /&gt;
| 1 || LIQUID_SCOOP || ladle&lt;br /&gt;
|-&lt;br /&gt;
| 2 || GRIND_POWDER_RECEPTACLE || mortar&lt;br /&gt;
|-&lt;br /&gt;
| 3 || GRIND_POWDER_GRINDER || pestle&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MEAT_CARVING || carving knife&lt;br /&gt;
|-&lt;br /&gt;
| 5 || MEAT_BONING || boning knife&lt;br /&gt;
|-&lt;br /&gt;
| 6 || MEAT_SLICING || slicing knife&lt;br /&gt;
|-&lt;br /&gt;
| 7 || MEAT_CLEAVING || meat cleaver&lt;br /&gt;
|-&lt;br /&gt;
| 8 || HOLD_MEAT_FOR_CARVING || carving fork&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MEAL_CONTAINER || bowl&lt;br /&gt;
|-&lt;br /&gt;
| 10 || NEST_BOX || nest box&lt;br /&gt;
|-&lt;br /&gt;
| 11 || LIQUID_CONTAINER || jug&lt;br /&gt;
|-&lt;br /&gt;
| 12 || FOOD_STORAGE || large pot&lt;br /&gt;
|-&lt;br /&gt;
| 13 || HIVE || hive&lt;br /&gt;
|-&lt;br /&gt;
| 14 || SMALL_OBJECT_STORAGE || pouch&lt;br /&gt;
|-&lt;br /&gt;
| 15 || TRACK_CART || minecart&lt;br /&gt;
|-&lt;br /&gt;
| 16 || HEAVY_OBJECT_HAULING || wheelbarrow&lt;br /&gt;
|-&lt;br /&gt;
| 17 || STAND_AND_WORK_ABOVE || stepladder&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=211553</id>
		<title>DF2014:Graphic set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=211553"/>
		<updated>2014-10-03T22:17:11Z</updated>

		<summary type="html">&lt;p&gt;Dirst: /* Text File Syntax */ Adjusted the notes for hunting- and war-trained animals.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics]])'' &lt;br /&gt;
:''(For user-created creature graphics sets, see [[Graphics set repository]].)''&lt;br /&gt;
&lt;br /&gt;
A graphic set is an additional tileset for objects. While this is eventually planned for all objects in game, currently only creatures can  assigned to graphic sets.&lt;br /&gt;
Graphic sets are placed in raw/graphics (as well as the raw folder of each save); A corresponding text file assigns tiles to objects.&lt;br /&gt;
==Documentation==&lt;br /&gt;
The graphic sets themselves are placed into subfolders. It is recommended that they have the same tile size as the main [[tileset]], but the number of tiles and their spatial arrangement doesn't matter (see [[Graphic_set#Notes|Notes]] for details).&lt;br /&gt;
All [[creature]]s can have separate graphics assigned to their adult and child states, undead, and their -men and giant variants. In addition, the major [[Civilization]]s can have separate graphics for all professions (such as miner, mason, caravan guard, and ghost). You can assign one graphic to several creatures/states, and you can set each tile to either be displayed as it appears or let the game color them. Vermin and different genders cannot have separate graphics assigned to them.&lt;br /&gt;
===Text File Syntax===&lt;br /&gt;
A Graphic set needs a text file that tells the game which tile is used for which creature. You can use separate text files for each graphic set, or a single one for several. Each text file consists of a header, one or more graphic set definitions (called &amp;quot;TILE_PAGE&amp;quot;) and several creature graphics entries, each of which has subentries for professions.&lt;br /&gt;
&lt;br /&gt;
The structure of a typical text file would look like this:&lt;br /&gt;
*Header&lt;br /&gt;
*Tile page definition&lt;br /&gt;
**Creature graphic entry&lt;br /&gt;
***profession subentry&lt;br /&gt;
***more&lt;br /&gt;
***profession&lt;br /&gt;
***subentries&lt;br /&gt;
**next creature&lt;br /&gt;
***with&lt;br /&gt;
***more&lt;br /&gt;
***professions&lt;br /&gt;
*new tile page definition&lt;br /&gt;
**a creature&lt;br /&gt;
***with adult&lt;br /&gt;
***and child graphics&lt;br /&gt;
**and another creature&lt;br /&gt;
***adult&lt;br /&gt;
***child&lt;br /&gt;
&lt;br /&gt;
Below is an example of such a file.&lt;br /&gt;
&lt;br /&gt;
 graphics_mygraphics &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The first line of the header. You'll be saving the text document as this name (graphics_mygraphics.txt) &amp;lt;br&amp;gt;                            This name should match the folder name you will be using in &amp;quot;raw/graphics&amp;quot;.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 [OBJECT:GRAPHICS] &lt;br /&gt;
 &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the header. Each graphic set text file needs to contain these lines.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 below are dwarves &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''text outside brackets gets ignored. You can use it for comments and organizing your file visually with lines'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt; &lt;br /&gt;
 [TILE_PAGE:MYDWARVES] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Here you are defining properties of a single graphic set image. The title MYDWARVES will be used in creature graphic entries to refer to that graphic set. The title doesn't have to match any creature, folder, or image name.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &lt;br /&gt;
        [FILE:mygraphics/mydwarves.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The subfolder where the graphic set is located (relative to this text file) and its filename, including the file extension. '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Height:Width - Pixels per tile, so DF knows where one tile ends and another begins'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [PAGE_DIM:5:3] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Width:Height - Tiles per image and how they're arranged in rows and columns.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the first TILE_PAGE definition.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Next are the creature graphic entries. Syntax is: [Profession:TILE_PAGE:X:Y:Color:State]''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''X and Y are the coordinates of the tile on the image. More information below.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DWARF] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The value (DWARF in this case) is the name the creature has in the raws. This NEEDS to be spelled correctly.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [DEFAULT:MYDWARVES:0:0:'''ADD_COLOR''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;''' The ADD_COLOR value tells DF to give the tile the same colors as the default graphic '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [STANDARD:MYDWARVES:1:0:'''AS_IS''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''AS_IS takes the tile as it is. Most likely this is the setting you want'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [MINER:MYDWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
                   &amp;amp;darr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''We defined the tile page above. it refers to the image mydwarves.png '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [CHILD:'''MYDWARVES''':3:0:AS_IS:DEFAULT]&lt;br /&gt;
        [BABY:MYDWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 humans &amp;lt;br&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYHUMANS] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The next TILE_PAGE definition. You could put that (and its creature graphic entries) in a separate text file, but it would have to contain its own header.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [FILE:Other_Graphics/humans.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This file is in another subfile'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:1:4] &amp;lt;br&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
    ''' Notes can go here too.'''        &lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''RECRUIT''':MYHUMANS:0:2:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with no weapons'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''SWORDSMAN''':MYHUMANS:0:3:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with a sword'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;==============================&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 animals &amp;lt;br&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYANIMALS]&lt;br /&gt;
        [FILE:Other_Graphics/animals'''.bmp'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Pictures can be in .BMP format, too.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:6:2] &amp;lt;br&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DOG]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MYANIMALS:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        ['''TRAINED_HUNTER''':MYANIMALS:4:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_HUNTER profession only works with animals that have the [TRAINABLE] or [TRAINABLE_HUNTING] tag.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''TRAINED_WAR''':MYANIMALS:5:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_WAR profession only works with animals that have the [TRAINABLE] or [TRAINABLE_WAR] tag.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:CAT]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
===Coordinates===&lt;br /&gt;
The PAGE_DIM value in the TILE_PAGE section defines how many columns and rows a given TILE_PAGE (graphic set) has. The first value is the X axis (or &amp;quot;width&amp;quot;), the second value the Y axis (&amp;quot;height&amp;quot;). The origin (0,0) is at the top left. &lt;br /&gt;
This is how the coordinates would work with the image mydwarves.png from the example above:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0:0&lt;br /&gt;
| 1:0&lt;br /&gt;
| 2:0&lt;br /&gt;
| '''3:0'''&lt;br /&gt;
| 4:0&lt;br /&gt;
|-&lt;br /&gt;
| 0:1&lt;br /&gt;
| 1:1&lt;br /&gt;
| 2:1&lt;br /&gt;
| 3:1&lt;br /&gt;
| 4:1&lt;br /&gt;
|-&lt;br /&gt;
| 0:2&lt;br /&gt;
| 1:2&lt;br /&gt;
| 2:2&lt;br /&gt;
| 3:2&lt;br /&gt;
| 4:2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The position of the dwarven child graphic from the example above ([CHILD:'''MYDWARVES''':3:0:AS_IS:DEFAULT]) is shown in bold.&lt;br /&gt;
&lt;br /&gt;
Note that the coordiantes start at 0, not 1. So, ''the last column in a 5 tile wide image is at 4'', not at 5.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
The total number of tiles in a sheet cannot number more than 1024, regardless of how big (18x18) or how small (8x12) each tile is. Thus, a sheet that has its graphics organized into 22 rows and 44 columns works fine (as 22x44=968 which is less than 1024. However, a sheet that has 24 rows and 44 columns (24x44=1056) will not work.&lt;br /&gt;
{{Category| Interface}}&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=210778</id>
		<title>Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=210778"/>
		<updated>2014-09-07T18:28:03Z</updated>

		<summary type="html">&lt;p&gt;Dirst: /* Interaction Definitions */  Added IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used to define and use interactions.&lt;br /&gt;
&lt;br /&gt;
==Interaction Definitions==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Context&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_SOURCE&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* REGION - The interaction takes place in particular types of regions in the world.&lt;br /&gt;
* SECRET - The interaction is a secret that can be learned by particular individuals.&lt;br /&gt;
* DISTURBANCE - The interaction is triggered when disturbing a [[tomb]].&lt;br /&gt;
* DEITY - The interaction is inflicted upon mortals by the gods.&lt;br /&gt;
* ATTACK - The interaction is triggered by an attack during combat.&lt;br /&gt;
* INGESTION - The interaction is triggered by eating or drinking something.&lt;br /&gt;
* CREATURE_ACTION - The interaction is triggered by an explicit action.&lt;br /&gt;
* UNDERGROUND_SPECIAL - The interaction takes place in [[Demonic fortress|curious underground structure]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_HIST_STRING_1&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that performed the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_1: cursed ]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_HIST_STRING_2&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targeted by the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_FREQUENCY&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| Number&lt;br /&gt;
| Presumably, the probability of biome specified by [IS_REGION] to have this interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_NAME&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| string&lt;br /&gt;
| Generally used with secrets, describes what the secret is about.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_REGION&lt;br /&gt;
| Within I_SOURCE:REGION&lt;br /&gt;
| Region type&lt;br /&gt;
| Indicates what types regions are capable of performing this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANY&lt;br /&gt;
* ANY_TERRAIN&lt;br /&gt;
* NORMAL_ALLOWED&lt;br /&gt;
* EVIL_ALLOWED&lt;br /&gt;
* GOOD_ALLOWED&lt;br /&gt;
* SAVAGE_ALLOWED&lt;br /&gt;
* EVIL_ONLY&lt;br /&gt;
* GOOD_ONLY&lt;br /&gt;
* SAVAGE_ONLY&lt;br /&gt;
* Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SPHERE&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| [[Sphere]]&lt;br /&gt;
| Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, thus several [I_SOURCE:SECRET] tokens required to create a valid custom secret, which belongs to several different spheres&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SECRET_GOAL&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Goal token&lt;br /&gt;
| Indicates why somebody would want to learn the secret. Valid values:&lt;br /&gt;
* STAY_ALIVE&lt;br /&gt;
* MAINTAIN_ENTITY_STATUS&lt;br /&gt;
* START_A_FAMILY&lt;br /&gt;
* RULE_THE_WORLD&lt;br /&gt;
* CREATE_A_GREAT_WORK_OF_ART&lt;br /&gt;
* CRAFT_A_MASTERWORK&lt;br /&gt;
* BRING_PEACE_TO_THE_WORLD&lt;br /&gt;
* BECOME_A_LEGENDARY_WARRIOR&lt;br /&gt;
* MASTER_A_SKILL&lt;br /&gt;
* FALL_IN_LOVE&lt;br /&gt;
* SEE_THE_GREAT_NATURAL_SITES&lt;br /&gt;
* IMMORTALITY&lt;br /&gt;
However, currently only immortality will result in a secret being pursued during world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SECRET&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Flag&lt;br /&gt;
| Indicates how the secret can be learned. Valid values:&lt;br /&gt;
* SUPERNATURAL_LEARNING_POSSIBLE - the secret can be learned by supernatural means&lt;br /&gt;
* MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means&lt;br /&gt;
* MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices&lt;br /&gt;
* MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.&lt;br /&gt;
|-&lt;br /&gt;
| IS_USAGE_HINT&lt;br /&gt;
| Within I_SOURCE:DEITY&lt;br /&gt;
| Usage Hint token&lt;br /&gt;
| Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this context, MAJOR_CURSE is the only value that makes sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_TARGET&lt;br /&gt;
| Global&lt;br /&gt;
| id, type&lt;br /&gt;
| Specifies what things this interaction acts upon. Can be specified multiple times. Valid values:&lt;br /&gt;
* CORPSE - Also includes pieces of corpses&lt;br /&gt;
* CREATURE&lt;br /&gt;
* MATERIAL&lt;br /&gt;
* LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_LOCATION&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| Location&lt;br /&gt;
| Narrows down exactly what the interaction targets. Valid values:&lt;br /&gt;
* CONTEXT_REGION - Can only be used by IS_REGION interactions.&lt;br /&gt;
* CONTEXT_CREATURE&lt;br /&gt;
* CONTEXT_CREATURE_OR_LOCATION - Lets projectiles be aimed at specific creatures.&lt;br /&gt;
* CONTEXT_ITEM - Used when the target is a CORPSE.&lt;br /&gt;
* CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below).&lt;br /&gt;
* CONTEXT_LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_MANUAL_INPUT&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| text&lt;br /&gt;
| Tells the player what they should be selecting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_AFFECTED_CREATURE&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_AFFECTED_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_IMMUNE_CREATURE&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_IMMUNE_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_REQUIRES&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must have the specified property. Valid values:&lt;br /&gt;
* FIT_FOR_ANIMATION - Any corpse or body part that can become a zombie (heads, hands, etc.)&lt;br /&gt;
* FIT_FOR_RESURRECTION - The target corpse's UPPERBODY must be attached.&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
* MORTAL&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
* Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_FORBIDDEN&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_CANNOT_TARGET_IF_ALREADY_AFFECTED&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| &lt;br /&gt;
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_CANNOT_HAVE_SYNDROME_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| [[Syndrome]] class&lt;br /&gt;
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_MATERIAL&lt;br /&gt;
| Within I_TARGET:MATERIAL&lt;br /&gt;
| Type&lt;br /&gt;
| Specifies the type of material the interaction targets. Valid values:&lt;br /&gt;
* FLOW:Breath attack token - Specifies an attack not made of any material.&lt;br /&gt;
* MATERIAL:[[Material token]]:Breath attack token - Specifies an attack made of a specific material.&lt;br /&gt;
* CONTEXT_MATERIAL - Use material from CDI:MATERIAL token (below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_EFFECT&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Specifies what the interaction does to the targets. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANIMATE - Raises the target corpse/bodypart as a zombie.  The zombie will always be hostile to life and will retain no information about its original personality/loyalties.  Syndromes can also be specified within this tag.&lt;br /&gt;
* ADD_SYNDROME - Adds one or more syndromes.  The actual syndrome is specified with the [SYNDROME] tag.&lt;br /&gt;
* RESURRECT - Returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.&lt;br /&gt;
* CLEAN - Cleans off most liquids/dust covering the creature.&lt;br /&gt;
* CONTACT - Causes the creatures to touch.  The interaction's range must be TOUCHABLE.&lt;br /&gt;
* MATERIAL_EMISSION - Used within the MATERIAL_EMISSION interaction.&lt;br /&gt;
* HIDE - Allows the creature to hide even if another creature can see it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_TARGET&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which I_TARGET this effect will be applied to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_INTERMITTENT&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Frequency&lt;br /&gt;
| Indicates that the effect happens intermittently and specifies roughly how often. Valid values:&lt;br /&gt;
* WEEKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_IMMEDIATE&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| Indicates that the effect happens immediately.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_LOCATION&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Indicates where the effect can take place. Valid values:&lt;br /&gt;
* IN_WATER&lt;br /&gt;
* IN_MAGMA&lt;br /&gt;
* NO_WATER&lt;br /&gt;
* NO_MAGMA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_ARENA_NAME&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| text&lt;br /&gt;
| Allows the interaction to be applied to newly spawned creatures in Arena mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_GRIME_LEVEL&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| amount?&lt;br /&gt;
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_SYNDROME_TAG&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| Syndrome flag&lt;br /&gt;
| Indicates that cleaning off materials will activate their syndromes if they have this flag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATED&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Interaction Usage==&lt;br /&gt;
In order to actually use an interaction, add the [[creature token]] [CAN_DO_INTERACTION:NAME] followed by a series of [CDI:...] tokens. Interactions can also be granted through [[syndrome]]s using the token [CE_CAN_DO_INTERACTION] (plus the same series of CDI tokens).&lt;br /&gt;
&lt;br /&gt;
The following CDI tokens can be specified:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERACTION&lt;br /&gt;
| id&lt;br /&gt;
| Specifies which interaction can be performed. Only to be used with syndromes, since CE_CAN_DO_INTERACTION does not allow specifying the interaction ID directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET&lt;br /&gt;
| target ID, target types&lt;br /&gt;
| Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls.  Valid target types:&lt;br /&gt;
* LINE_OF_SIGHT - the source needs to be able to see the target&lt;br /&gt;
* TOUCHABLE - the source needs to be able to touch the target&lt;br /&gt;
* DISTURBER_ONLY - the target must be whoever disturbed the source&lt;br /&gt;
* SELF_ALLOWED - the target can be the source&lt;br /&gt;
* SELF_ONLY - the target '''must''' be the source&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_RANGE&lt;br /&gt;
| target ID, range&lt;br /&gt;
| Specifies how far away the target can be, in tiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCATION_HINT&lt;br /&gt;
| Location Hint (see above)&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USAGE_HINT&lt;br /&gt;
| Usage hint token&lt;br /&gt;
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available.  Valid values:&lt;br /&gt;
* MAJOR_CURSE - Used in disturbance curses and deity curses.  Targets the tomb disturber/temple defiler.&lt;br /&gt;
* GREETING - Creatures will target 'friendly' creatures, usually at random.&lt;br /&gt;
* CLEAN_SELF - Creature targets itself when covered in liquids or dust.&lt;br /&gt;
* CLEAN_FRIEND - Same, but targets other friendly units.&lt;br /&gt;
* ATTACK - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.&lt;br /&gt;
* FLEEING - Used when fleeing an enemy.  Creature will target itself.&lt;br /&gt;
* NEGATIVE_SOCIAL_RESPONSE - Used when a creature is expressing contempt (for example, to a murderer).  Used for spitting by civilised races.&lt;br /&gt;
* TORMENT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADV_NAME&lt;br /&gt;
| text&lt;br /&gt;
| Specifies the interaction's name when used in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TARGET_NUMBER&lt;br /&gt;
| ID, number&lt;br /&gt;
| Specifies the maximum number of things that can be selected for a particular I_TARGET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAIT_PERIOD&lt;br /&gt;
| number&lt;br /&gt;
| Controls how often the interaction can be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERBAL&lt;br /&gt;
| &lt;br /&gt;
| Only creatures that can speak will be able to use the interaction.  Might also be needed for VERBAL_SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERBAL_SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_BE_MUTUAL&lt;br /&gt;
| &lt;br /&gt;
| Presumably, allows two creatures with this same interaction to use it on each other simultaneously, for example cats cleaning each other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREE_ACTION&lt;br /&gt;
|&lt;br /&gt;
| Indicates that performing the interaction doesn't take any time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB&lt;br /&gt;
| self:other:mutual&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the source as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB_REVERSE&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_VERB&lt;br /&gt;
| self:other&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the target as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP_REQUIRED&lt;br /&gt;
| Body part criteria&lt;br /&gt;
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type, or BY_TOKEN:token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLOW&lt;br /&gt;
| [[Syndrome#Breath Attack Types|Breath attack token]]&lt;br /&gt;
| Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| [[Material token]]:Breath attack token&lt;br /&gt;
| Causes the interaction to create an effect made of a specific material. Doesn't make sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Adding_Content&amp;diff=210044</id>
		<title>Utility:Stonesense/Adding Content</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Adding_Content&amp;diff=210044"/>
		<updated>2014-08-24T23:12:25Z</updated>

		<summary type="html">&lt;p&gt;Dirst: Added a *very* simple tutorial for Stonesense buildings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:39, 4 October 2013 (UTC)}}&lt;br /&gt;
=Basics=&lt;br /&gt;
&lt;br /&gt;
===Creating Distributable Content Files===&lt;br /&gt;
The default way of distributing content for [[Stonesense]] is to create an archive of the XML configs and the image files. Upload this archive together with a description to the [[Stonesense Content Repository]] page, in much the same way tilesets and graphic packs are distributed for Dwarf Fortress, see the [[Tileset repository]] for reference.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that users installing your content pack will need to place the files in the correct content folder (creatures buildings, etc) and add the XML files to their index.txt file.&lt;br /&gt;
&lt;br /&gt;
===Multiple Definition Files===&lt;br /&gt;
&lt;br /&gt;
Stonesense searches for images in the order that they are found top to bottom in the index file, then in the definition files. So if you are adding a custom set of sprites for something already in the system, you need to add it to the *top* of the index file.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
&lt;br /&gt;
While simple creature definitions arent much use without a sheetIndex attribute, it can be useful to define variants without giving the base creature a sprite. This would cause the game to keep looking for creature definitions, allowing you to, for example, define custom professions in one file while still using the basic definitions.&lt;br /&gt;
&lt;br /&gt;
==Understanding Sprites==&lt;br /&gt;
Understanding how Stonesense deals with sprites is central to anyone who wishes to modify the content. The scheme is not very complicated, and this guide will give a short introduction to how they work.  The way sprites are loaded is fairly generalized. With the exception of floors, which we will discuss later, all sprites are 32x32 pixels big and come in groups known as ''Sprite Sheets''. There are no alpha values yet, so partial transparency is not supported. RGB 255,0,255 (Magenta pink) is considered fully transparent. All sprites are loaded and rendered in 32bit fullcolor pngs.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a typical Stonesense sprite: &amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Stonesene_sprite_sample.png]]&lt;br /&gt;
&lt;br /&gt;
Note that, in order not to conflict with neighboring sprites, a sprite must actually be within a smaller area than its 32x32 block. A template for the area used by most sprites is:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Stonesene_sprite_template.png]]&lt;br /&gt;
&lt;br /&gt;
The solid area is the floor space taken up by a sprite, while the dotted box indicates the volume above this area corresponding to one z-level.&lt;br /&gt;
&lt;br /&gt;
===Sprite Sheets===&lt;br /&gt;
There can be an arbitrary number of sprite sheets configured for Stonesense, yet some are always present as they contain default sprites (see further down). Most of the content XML files allow users to specify sprite sheets, and this is done by adding a '''file''' attribute to the content nodes. By convention sprite sheets should be placed in their appropriate folder, with creature sprite sheets in the ''creatures'' folder etc. For more information on this, see the specific pages on content configuration. &lt;br /&gt;
&lt;br /&gt;
'''A very helpful tips for modders:''' Pressing '''F10''' in Stonesense will bring up a screen where one can cycle through all the loaded sprite sheets, with sprite indexes superimposed. &lt;br /&gt;
&lt;br /&gt;
===Sprite Index===&lt;br /&gt;
Sprite Index (sometimes referred to as Sheet Index) is a concept for referring to a specific sprite on a sheet. The index starts with the upper left sprite which has index zero. It then increments to the right. Stonesense is hardcoded to 20 sprites wide sheets, this means that the last sprite to the right in the first row has Sprite Index 19. The first sprite on the second row has index 20. This boundary is hardcoded and changing the size of the sheet will not affect it.&lt;br /&gt;
&lt;br /&gt;
This image shows how sprites are indexed. Note: Grid added for readability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Stonesene_indexed_sprites.png]]&lt;br /&gt;
&lt;br /&gt;
===Specific Sprite Sheets===&lt;br /&gt;
&lt;br /&gt;
'''objects.png''' is the default sheet for buildings and vegetation. Also used for all hard-coded content, like default plants, the cursor, default walls and liquid.  &lt;br /&gt;
&lt;br /&gt;
'''creatures.png''' is the default sprite sheet for creatures. If no file is specified in a creature node, this is the sheet it will use.  &lt;br /&gt;
&lt;br /&gt;
'''floors.png''' holds all the Stonesense floors. Unlike the other sprite sheet, this sheet is hard-coded with sprite dimensions of 32x20 pixels.&lt;br /&gt;
&lt;br /&gt;
Stonesense is fully configurable in the way it renders creatures. No information is hardcoded, but rather loaded from the creature databases found in the creatures directory.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==index.txt==&lt;br /&gt;
&lt;br /&gt;
The first thing the game does when loading the creature configuration is to look in the creatures/index.txt file. It uses this file to tell it what configuration files are available, and in what order to load them (this becomes important later).&lt;br /&gt;
The format of the file very straight forward; each line specifies the path of a file to be loaded. The paths are relative to index.txt.&lt;br /&gt;
&lt;br /&gt;
==Creature XML files==&lt;br /&gt;
&lt;br /&gt;
Stonesense is fully configurable in the way it renders creatures. No information is hardcoded, but rather loaded from the creature databases found in the creatures directory.&lt;br /&gt;
&lt;br /&gt;
===Simple configuration===&lt;br /&gt;
In it's simplest from, a creature configuration file might look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;creatures&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;MACAQUE_RHESUS&amp;quot; sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;MUSKOX&amp;quot; sheetIndex=&amp;quot;25&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;COW&amp;quot; sheetIndex=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creatures&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you probably guess, this defines three creatures by their ID: A rhesus monkey, a muskox and a cow. The three animals use the sprites numbered 2, 25 and 5 respectively. No special sprite sheet is specified, so the default creature sheet will be used, ''creatures.png''. More on this later.&lt;br /&gt;
&lt;br /&gt;
As you can see, each creature is identified by a '''gameID''' attribute. This has to match one of the known creature types in Dwarf Fortress, as defined in the '''[CREATURE:critter_name]''' part of the raws. This gameID tag is case sensitive. If Stonesense is unable to match your gameID with one from Dwarf Fortress, a log message will be written to ''Stonesense.log'' upon loading a map.&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
The &amp;lt;creature&amp;gt; tag can be quite a bit more advanced than what we've seen so far. One thing it is often relevant to distinguish is creature professions. A creature's profession is set by the game, and examples might include &amp;quot;WOODCRAFTER&amp;quot;, &amp;quot;ADMINISTRATOR&amp;quot; or &amp;quot;MACEMAN&amp;quot;. A complete list of creature professions can be found [[Unit type token|here]]. Also note that all races have the same creature strings, meaning a dwarf swordsman will still be a &amp;quot;SWORDS''MAN''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To separate creatures on their professions, we first need to add a &amp;lt;variant&amp;gt; node to the base creature node.&lt;br /&gt;
By adding a '''prof''' attribute to this node, we can display different sprites for different creature professions. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' The game always picks the ''first'' &amp;lt;variant&amp;gt; node that matches.&lt;br /&gt;
&lt;br /&gt;
Let's have a look at a typical creature configuration that includes professions:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;DWARF&amp;quot; sheetIndex=&amp;quot;0&amp;quot; file=&amp;quot;creatures/dwarves.png&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;MINER&amp;quot; sheetIndex=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;CLERK&amp;quot; sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;AXEMAN&amp;quot; sheetIndex=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here we see three professions defined. Notice how the &amp;lt;creature&amp;gt; node now has been expanded. &lt;br /&gt;
&lt;br /&gt;
Also note that the &amp;lt;creature&amp;gt; node still contains a sheetIndex attribute. This is the default creature sprite, meaning that if a dwarf does not match any of the &amp;lt;variant&amp;gt; nodes, it will be shown as this sprite index (in this case 0).&lt;br /&gt;
The corresponding sprite sheet (here called ''dwarves.png'') would look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Stonesene_dwarf_prof.png]]&lt;br /&gt;
&lt;br /&gt;
===Children and babies===&lt;br /&gt;
Children and babies always have the professions &amp;quot;CHILD&amp;quot; and &amp;quot;BABY&amp;quot;, and these can be used to have indicate creature ages. Consider the following example for cats and kittens:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;CAT&amp;quot; sheetIndex=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;CHILD&amp;quot; sheetIndex=&amp;quot;21&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here the cat sprite would be at index 20, and kittens at 21.&lt;br /&gt;
&lt;br /&gt;
===Creature Genders===&lt;br /&gt;
Each &amp;lt;variant&amp;gt; node can be extended with a ''sex'' attribute to add an additional condition for creature gender.&lt;br /&gt;
For most races. dwarfs included, the attribute can have one of two values, &amp;quot;M&amp;quot; for male or &amp;quot;F&amp;quot; for female. However, if the creature has more than two castes, a number must be used, starting from &amp;quot;1&amp;quot;, and continuing in order that the castes are listed in the rawfile.  As of Stonesense Felsite v3.1, castes can be specified by name such as caste=&amp;quot;WARRIOR&amp;quot;.&lt;br /&gt;
Again a simple example would be beneficial:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;HUMAN&amp;quot; sheetIndex=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;BOWMAN&amp;quot; sex=&amp;quot;M&amp;quot; sheetIndex=&amp;quot;106&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;BOWMAN&amp;quot; sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;107&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;101&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This simplified human config shows two different sprites used for bowmen. Male bowmen will use sprite index 106 and female bow-women will use 107. &lt;br /&gt;
Another very important thing to note here is the last entry, which only specifies a gender, and no profession. This means the only criteria for this node is that the creature is Human, and it's female. Hence 101 is the default sprite for human females. Together with the default sprite defined in the &amp;lt;creature&amp;gt; node itself (sheetIndex = 100), it allows us to have separate default sprites for men and women.&lt;br /&gt;
&lt;br /&gt;
===Special Creatures===&lt;br /&gt;
&lt;br /&gt;
Sometimes creatures appear as zombies, or skeletons. To tell these creatures apart from normal ones, you can use the '''special''' attribute to the &amp;lt;variant&amp;gt; node. &lt;br /&gt;
It accepts three types of arguments, ''Normal'', ''Zombie'' or ''Skeleton'',&lt;br /&gt;
and is used in the exact same way as the '''sex''' attribute.&lt;br /&gt;
&lt;br /&gt;
===Coloring creatures===&lt;br /&gt;
As of Stonesense Slate RC2, creatures can be automatically colored by numerous factors, using the ''color'' attribute. Valid values are:&lt;br /&gt;
&lt;br /&gt;
''profession'': The sprite is colored according to the creature's current profession. this works the same way as in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
''bodypart'': The sprite is colored according to one of the creatures body part colors. this requires an additional ''bodypart'' attribute that describes which body part to get the color from.&lt;br /&gt;
&lt;br /&gt;
''material'': The sprite is colored according to the floor it is standing on. this probably not very useful, unless you have a chameleon creature.&lt;br /&gt;
&lt;br /&gt;
''vein'': Same as above, but the color comes from the ore veins, disregarding constructions.&lt;br /&gt;
&lt;br /&gt;
''layer'': Same as above, but the color comes from the rock layer, disregarding veins and constructions.&lt;br /&gt;
&lt;br /&gt;
''xml'': Manually specify a color in the creature definition, requires additional ''red'', ''green'', and ''blue'' attributes.&lt;br /&gt;
&lt;br /&gt;
''none'': No color is used.&lt;br /&gt;
&lt;br /&gt;
An example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;HUMAN&amp;quot; sheetIndex=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;M&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; job=&amp;quot;AXEMAN&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;xml&amp;quot; red=&amp;quot;123&amp;quot; green=&amp;quot;0&amp;quot; blue=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Subsprites===&lt;br /&gt;
&lt;br /&gt;
Each creature definition can also have any number of subsprites that are layered onto it like a paper doll. each subsprite can be colored differently, so you can have, say, a dwarf with a base sprite, a hair sprite, that's colored according to the hair-color of the dwarf, and a skin sprite, that's colored according to the skin-color of the dwarf.&lt;br /&gt;
&lt;br /&gt;
An example should help:&lt;br /&gt;
&lt;br /&gt;
[[File:japa_gobbos.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;creatures&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;GOBLIN&amp;quot; sheetIndex=&amp;quot;0&amp;quot; file=&amp;quot;gobbos.png&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;1&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;hair&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;3&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;5&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;hair&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;7&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/variant&amp;gt;&lt;br /&gt;
  &amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/creatures&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, we have a main goblin sprite, that is colored according to the skin color of the individual goblin (usually a shade of green) this is the goblin's body. Then a second sprite is layered over it, which is the hair sprite, and is colored according to the hair. The third layer has no color change, and contains things like claws and eyes, that we don't want to be colored. The final layer contains the clothes, which are colored according to the goblin's profession. this will give us the following completed sprite:&lt;br /&gt;
&lt;br /&gt;
[[File:Japa_gobbo.png]]&lt;br /&gt;
&lt;br /&gt;
===Animating Creatures===&lt;br /&gt;
&lt;br /&gt;
Adding animations to creatures is really quite simple. But before we dive into it, it makes sense to look at how Stonesense animations work.&lt;br /&gt;
&lt;br /&gt;
Currently, the game cycles through six frames at a steady pace. The speed at which these frames are cycles can be specified in the init file, but it global and shared between all sprites.&lt;br /&gt;
&lt;br /&gt;
To add animations to a creature, we add another condition attribute, ''frames'', to the &amp;lt;variant&amp;gt; node, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 7 frames = &amp;quot;012&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here frames is set to the value &amp;quot;012&amp;quot;. This means that this variant node is valid at frames 0, 1 and 2. It is NOT valid, at frames 3, 4 and 5. Remember there are six frames in total, from 0 to 5.&lt;br /&gt;
The value of the frames attribute is treated as a string, not as a number. This is important to note, as &amp;quot;frames=354&amp;quot; has the same effect as ''frames=453'', and indeed also ''frames=&amp;quot;3 5, 4&amp;quot;'' or ''frames=&amp;quot;3x5@ .4&amp;quot;''. The invalid characters are simply ignored.&lt;br /&gt;
&lt;br /&gt;
An example&lt;br /&gt;
Let's make an animated Giant Bat, using this awesome sprite sheet made by Beefmo:&lt;br /&gt;
&lt;br /&gt;
[[File:beefmo_giantbat.png]]&lt;br /&gt;
&lt;br /&gt;
Now, to configure up a basic animation for a giant bat, we could add something like this to Wildlife.xml:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;BAT_GIANT&amp;quot; sheetIndex = 0 file=&amp;quot;giantbat.png&amp;quot; &amp;gt; &lt;br /&gt;
  &amp;lt;variant sheetIndex = 2 frames = &amp;quot;345&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This will create a simple 2-frame animation. Each frame is used for the same length of time, since the default is used for frames 0, 1 and 2, and the overriding variant is used for frames 3, 4 and 5.&lt;br /&gt;
Hint: If you want the bat to flap its wings faster, change the frames for the variant to &amp;quot;024&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
But Beefmo's giant bat sheet has three frames, so let's add them all for a complete animation:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;BAT_GIANT&amp;quot; sheetIndex = 0 file=&amp;quot;giantbat.png&amp;quot; &amp;gt; &lt;br /&gt;
  &amp;lt;variant sheetIndex = 0 frames = &amp;quot;05&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 1 frames = &amp;quot;14&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 2 frames = &amp;quot;23&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how the frames are used twice, to make a nice cyclic animation. &lt;br /&gt;
The indexed sprites will be drawn in order 0 1 2 2 1 0.&lt;br /&gt;
&lt;br /&gt;
=Vegetation=&lt;br /&gt;
&lt;br /&gt;
Vegetation content can be found in the ''vegetation'' folder of Stonesense.&lt;br /&gt;
&lt;br /&gt;
Just like with all the other configurable content, the active plant and shrub XML files are outlined in an ''index.txt'' file.&lt;br /&gt;
&lt;br /&gt;
The buildup of these XML files is very simple. Take a look at this example config file for trees:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;trees file=&amp;quot;vegetation/trees.png&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ACACIA&amp;quot; sheetIndex = 0 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; sheetIndex = 1 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ASH&amp;quot; sheetIndex = 2 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;BIRCH&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/trees&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And this one for shrubs:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;shrubs file=&amp;quot;vegetation/shrubs.png&amp;quot;&amp;gt; &lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;MUSHROOM_HELMET_PLUMP&amp;quot; sheetIndex = 0 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;GRASS_TAIL_PIG&amp;quot; sheetIndex = 1 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;GRASS_WHEAT_CAVE&amp;quot; sheetIndex = 2 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;POD_SWEET&amp;quot; sheetIndex = 3 /&amp;gt;&lt;br /&gt;
&amp;lt;/shrubs&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the only difference is the root node, both of which contain &amp;lt;plant&amp;gt; nodes.&lt;br /&gt;
The plant nodes should be rather straight forward; it only has two attributes:&lt;br /&gt;
*gameID: the name of the shrub or tree, as defined by the DF raw files. See here [[Talk:Stonesense:Adding_Vegetation|for a complete list]].&lt;br /&gt;
*[[Stonesense:Sprites#Sprite_Index|sheetIndex]]: the index of the sprite to be drawn for this plant. &lt;br /&gt;
&lt;br /&gt;
Which sprite sheet the sheetIndex attributes refers to is specified by the file attribute in the root node.&lt;br /&gt;
The examples above uses &amp;quot;trees.png&amp;quot; and &amp;quot;shrubs.png&amp;quot; respectively.&lt;br /&gt;
If no file is specified, it will use the Objects.png in the Stonesense root folder.&lt;br /&gt;
&lt;br /&gt;
Tree saplings and dead trees can be defined as well by adding the appropriate keywords to their plant entry:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; dead=&amp;quot;true&amp;quot; sapling=&amp;quot;true&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no support for young shrubs, so the &amp;quot;sapling&amp;quot; keyword does nothing for shrubbery.&lt;br /&gt;
At present, (in Stonsense Granite) the value of the &amp;quot;dead&amp;quot; and &amp;quot;sapling&amp;quot; keywords is ignored, so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; dead=&amp;quot;false&amp;quot; sapling=&amp;quot;true&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
... will still select for dead saplings.&lt;br /&gt;
&lt;br /&gt;
=Buildings=&lt;br /&gt;
Building content can be found in the ''buildings'' folder of Stonesense.&lt;br /&gt;
&lt;br /&gt;
As with other content, the content is outlined with an ''index.txt'' file, but unlike other content, the included content is very complex and difficult to follow.&lt;br /&gt;
&lt;br /&gt;
Each tile in a workshop has a PositionIndex, starting at 0 for the northwest corner as shown in the 3x3 examples below:&lt;br /&gt;
&lt;br /&gt;
[[file:SimpleWorkshopExample.png]]&lt;br /&gt;
&lt;br /&gt;
This workshop was generated from the simplest possible code, to serve as an example for basic workshop construction.  Far more advanced processing is possible, as can be seen from the content included with Stonesense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;building name=&amp;quot;Example Building&amp;quot; game_type=&amp;quot;Workshop&amp;quot; game_subtype=&amp;quot;Custom&amp;quot; game_custom=&amp;quot;TEST&amp;quot; file=&amp;quot;TEST.png&amp;quot;&amp;gt; &lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=0 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=0 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=1 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=1 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=2 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=2 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=3 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=3 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=4 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=4 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=5 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=5 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=6 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=6 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=7 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=7 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=8 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=8 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
&amp;lt;/building&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above XML code and this graphic produced the example seen above.  Note that only the &amp;quot;floor&amp;quot; of each tile was defined in this spritesheet.  Actual workshops would likely include taller images.&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleSpritesheetExample.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SimpleSpritesheetExample.png&amp;diff=210043</id>
		<title>File:SimpleSpritesheetExample.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SimpleSpritesheetExample.png&amp;diff=210043"/>
		<updated>2014-08-24T23:09:38Z</updated>

		<summary type="html">&lt;p&gt;Dirst: Spritesheet used in the simple workshop example for Stonesense.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Spritesheet used in the simple workshop example for Stonesense.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SimpleWorkshopExample.png&amp;diff=210041</id>
		<title>File:SimpleWorkshopExample.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SimpleWorkshopExample.png&amp;diff=210041"/>
		<updated>2014-08-24T23:00:44Z</updated>

		<summary type="html">&lt;p&gt;Dirst: Illustration of PositionIndexes in Stonesense workshops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Illustration of PositionIndexes in Stonesense workshops&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Adding_Content&amp;diff=209773</id>
		<title>Utility:Stonesense/Adding Content</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Adding_Content&amp;diff=209773"/>
		<updated>2014-08-21T15:50:22Z</updated>

		<summary type="html">&lt;p&gt;Dirst: /* Creature Genders */  Added how castes are handled in v3.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:39, 4 October 2013 (UTC)}}&lt;br /&gt;
=Basics=&lt;br /&gt;
&lt;br /&gt;
===Creating Distributable Content Files===&lt;br /&gt;
The default way of distributing content for [[Stonesense]] is to create an archive of the XML configs and the image files. Upload this archive together with a description to the [[Stonesense Content Repository]] page, in much the same way tilesets and graphic packs are distributed for Dwarf Fortress, see the [[Tileset repository]] for reference.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that users installing your content pack will need to place the files in the correct content folder (creatures buildings, etc) and add the XML files to their index.txt file.&lt;br /&gt;
&lt;br /&gt;
===Multiple Definition Files===&lt;br /&gt;
&lt;br /&gt;
Stonesense searches for images in the order that they are found top to bottom in the index file, then in the definition files. So if you are adding a custom set of sprites for something already in the system, you need to add it to the *top* of the index file.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
&lt;br /&gt;
While simple creature definitions arent much use without a sheetIndex attribute, it can be useful to define variants without giving the base creature a sprite. This would cause the game to keep looking for creature definitions, allowing you to, for example, define custom professions in one file while still using the basic definitions.&lt;br /&gt;
&lt;br /&gt;
==Understanding Sprites==&lt;br /&gt;
Understanding how Stonesense deals with sprites is central to anyone who wishes to modify the content. The scheme is not very complicated, and this guide will give a short introduction to how they work.  The way sprites are loaded is fairly generalized. With the exception of floors, which we will discuss later, all sprites are 32x32 pixels big and come in groups known as ''Sprite Sheets''. There are no alpha values yet, so partial transparency is not supported. RGB 255,0,255 (Magenta pink) is considered fully transparent. All sprites are loaded and rendered in 32bit fullcolor pngs.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a typical Stonesense sprite: &amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Stonesene_sprite_sample.png]]&lt;br /&gt;
&lt;br /&gt;
Note that, in order not to conflict with neighboring sprites, a sprite must actually be within a smaller area than its 32x32 block. A template for the area used by most sprites is:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Stonesene_sprite_template.png]]&lt;br /&gt;
&lt;br /&gt;
The solid area is the floor space taken up by a sprite, while the dotted box indicates the volume above this area corresponding to one z-level.&lt;br /&gt;
&lt;br /&gt;
===Sprite Sheets===&lt;br /&gt;
There can be an arbitrary number of sprite sheets configured for Stonesense, yet some are always present as they contain default sprites (see further down). Most of the content XML files allow users to specify sprite sheets, and this is done by adding a '''file''' attribute to the content nodes. By convention sprite sheets should be placed in their appropriate folder, with creature sprite sheets in the ''creatures'' folder etc. For more information on this, see the specific pages on content configuration. &lt;br /&gt;
&lt;br /&gt;
'''A very helpful tips for modders:''' Pressing '''F10''' in Stonesense will bring up a screen where one can cycle through all the loaded sprite sheets, with sprite indexes superimposed. &lt;br /&gt;
&lt;br /&gt;
===Sprite Index===&lt;br /&gt;
Sprite Index (sometimes referred to as Sheet Index) is a concept for referring to a specific sprite on a sheet. The index starts with the upper left sprite which has index zero. It then increments to the right. Stonesense is hardcoded to 20 sprites wide sheets, this means that the last sprite to the right in the first row has Sprite Index 19. The first sprite on the second row has index 20. This boundary is hardcoded and changing the size of the sheet will not affect it.&lt;br /&gt;
&lt;br /&gt;
This image shows how sprites are indexed. Note: Grid added for readability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Stonesene_indexed_sprites.png]]&lt;br /&gt;
&lt;br /&gt;
===Specific Sprite Sheets===&lt;br /&gt;
&lt;br /&gt;
'''objects.png''' is the default sheet for buildings and vegetation. Also used for all hard-coded content, like default plants, the cursor, default walls and liquid.  &lt;br /&gt;
&lt;br /&gt;
'''creatures.png''' is the default sprite sheet for creatures. If no file is specified in a creature node, this is the sheet it will use.  &lt;br /&gt;
&lt;br /&gt;
'''floors.png''' holds all the Stonesense floors. Unlike the other sprite sheet, this sheet is hard-coded with sprite dimensions of 32x20 pixels.&lt;br /&gt;
&lt;br /&gt;
Stonesense is fully configurable in the way it renders creatures. No information is hardcoded, but rather loaded from the creature databases found in the creatures directory.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==index.txt==&lt;br /&gt;
&lt;br /&gt;
The first thing the game does when loading the creature configuration is to look in the creatures/index.txt file. It uses this file to tell it what configuration files are available, and in what order to load them (this becomes important later).&lt;br /&gt;
The format of the file very straight forward; each line specifies the path of a file to be loaded. The paths are relative to index.txt.&lt;br /&gt;
&lt;br /&gt;
==Creature XML files==&lt;br /&gt;
&lt;br /&gt;
Stonesense is fully configurable in the way it renders creatures. No information is hardcoded, but rather loaded from the creature databases found in the creatures directory.&lt;br /&gt;
&lt;br /&gt;
===Simple configuration===&lt;br /&gt;
In it's simplest from, a creature configuration file might look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;creatures&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;MACAQUE_RHESUS&amp;quot; sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;MUSKOX&amp;quot; sheetIndex=&amp;quot;25&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;COW&amp;quot; sheetIndex=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creatures&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you probably guess, this defines three creatures by their ID: A rhesus monkey, a muskox and a cow. The three animals use the sprites numbered 2, 25 and 5 respectively. No special sprite sheet is specified, so the default creature sheet will be used, ''creatures.png''. More on this later.&lt;br /&gt;
&lt;br /&gt;
As you can see, each creature is identified by a '''gameID''' attribute. This has to match one of the known creature types in Dwarf Fortress, as defined in the '''[CREATURE:critter_name]''' part of the raws. This gameID tag is case sensitive. If Stonesense is unable to match your gameID with one from Dwarf Fortress, a log message will be written to ''Stonesense.log'' upon loading a map.&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
The &amp;lt;creature&amp;gt; tag can be quite a bit more advanced than what we've seen so far. One thing it is often relevant to distinguish is creature professions. A creature's profession is set by the game, and examples might include &amp;quot;WOODCRAFTER&amp;quot;, &amp;quot;ADMINISTRATOR&amp;quot; or &amp;quot;MACEMAN&amp;quot;. A complete list of creature professions can be found [[Unit type token|here]]. Also note that all races have the same creature strings, meaning a dwarf swordsman will still be a &amp;quot;SWORDS''MAN''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To separate creatures on their professions, we first need to add a &amp;lt;variant&amp;gt; node to the base creature node.&lt;br /&gt;
By adding a '''prof''' attribute to this node, we can display different sprites for different creature professions. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' The game always picks the ''first'' &amp;lt;variant&amp;gt; node that matches.&lt;br /&gt;
&lt;br /&gt;
Let's have a look at a typical creature configuration that includes professions:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;DWARF&amp;quot; sheetIndex=&amp;quot;0&amp;quot; file=&amp;quot;creatures/dwarves.png&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;MINER&amp;quot; sheetIndex=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;CLERK&amp;quot; sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;AXEMAN&amp;quot; sheetIndex=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here we see three professions defined. Notice how the &amp;lt;creature&amp;gt; node now has been expanded. &lt;br /&gt;
&lt;br /&gt;
Also note that the &amp;lt;creature&amp;gt; node still contains a sheetIndex attribute. This is the default creature sprite, meaning that if a dwarf does not match any of the &amp;lt;variant&amp;gt; nodes, it will be shown as this sprite index (in this case 0).&lt;br /&gt;
The corresponding sprite sheet (here called ''dwarves.png'') would look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Stonesene_dwarf_prof.png]]&lt;br /&gt;
&lt;br /&gt;
===Children and babies===&lt;br /&gt;
Children and babies always have the professions &amp;quot;CHILD&amp;quot; and &amp;quot;BABY&amp;quot;, and these can be used to have indicate creature ages. Consider the following example for cats and kittens:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;CAT&amp;quot; sheetIndex=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;CHILD&amp;quot; sheetIndex=&amp;quot;21&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here the cat sprite would be at index 20, and kittens at 21.&lt;br /&gt;
&lt;br /&gt;
===Creature Genders===&lt;br /&gt;
Each &amp;lt;variant&amp;gt; node can be extended with a ''sex'' attribute to add an additional condition for creature gender.&lt;br /&gt;
For most races. dwarfs included, the attribute can have one of two values, &amp;quot;M&amp;quot; for male or &amp;quot;F&amp;quot; for female. However, if the creature has more than two castes, a number must be used, starting from &amp;quot;1&amp;quot;, and continuing in order that the castes are listed in the rawfile.  As of Stonesense Felsite v3.1, castes can be specified by name such as caste=&amp;quot;WARRIOR&amp;quot;.&lt;br /&gt;
Again a simple example would be beneficial:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;HUMAN&amp;quot; sheetIndex=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;BOWMAN&amp;quot; sex=&amp;quot;M&amp;quot; sheetIndex=&amp;quot;106&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;BOWMAN&amp;quot; sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;107&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;101&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This simplified human config shows two different sprites used for bowmen. Male bowmen will use sprite index 106 and female bow-women will use 107. &lt;br /&gt;
Another very important thing to note here is the last entry, which only specifies a gender, and no profession. This means the only criteria for this node is that the creature is Human, and it's female. Hence 101 is the default sprite for human females. Together with the default sprite defined in the &amp;lt;creature&amp;gt; node itself (sheetIndex = 100), it allows us to have separate default sprites for men and women.&lt;br /&gt;
&lt;br /&gt;
===Special Creatures===&lt;br /&gt;
&lt;br /&gt;
Sometimes creatures appear as zombies, or skeletons. To tell these creatures apart from normal ones, you can use the '''special''' attribute to the &amp;lt;variant&amp;gt; node. &lt;br /&gt;
It accepts three types of arguments, ''Normal'', ''Zombie'' or ''Skeleton'',&lt;br /&gt;
and is used in the exact same way as the '''sex''' attribute.&lt;br /&gt;
&lt;br /&gt;
===Coloring creatures===&lt;br /&gt;
As of Stonesense Slate RC2, creatures can be automatically colored by numerous factors, using the ''color'' attribute. Valid values are:&lt;br /&gt;
&lt;br /&gt;
''profession'': The sprite is colored according to the creature's current profession. this works the same way as in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
''bodypart'': The sprite is colored according to one of the creatures body part colors. this requires an additional ''bodypart'' attribute that describes which body part to get the color from.&lt;br /&gt;
&lt;br /&gt;
''material'': The sprite is colored according to the floor it is standing on. this probably not very useful, unless you have a chameleon creature.&lt;br /&gt;
&lt;br /&gt;
''vein'': Same as above, but the color comes from the ore veins, disregarding constructions.&lt;br /&gt;
&lt;br /&gt;
''layer'': Same as above, but the color comes from the rock layer, disregarding veins and constructions.&lt;br /&gt;
&lt;br /&gt;
''xml'': Manually specify a color in the creature definition, requires additional ''red'', ''green'', and ''blue'' attributes.&lt;br /&gt;
&lt;br /&gt;
''none'': No color is used.&lt;br /&gt;
&lt;br /&gt;
An example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;HUMAN&amp;quot; sheetIndex=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;M&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; job=&amp;quot;AXEMAN&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;xml&amp;quot; red=&amp;quot;123&amp;quot; green=&amp;quot;0&amp;quot; blue=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Subsprites===&lt;br /&gt;
&lt;br /&gt;
Each creature definition can also have any number of subsprites that are layered onto it like a paper doll. each subsprite can be colored differently, so you can have, say, a dwarf with a base sprite, a hair sprite, that's colored according to the hair-color of the dwarf, and a skin sprite, that's colored according to the skin-color of the dwarf.&lt;br /&gt;
&lt;br /&gt;
An example should help:&lt;br /&gt;
&lt;br /&gt;
[[File:japa_gobbos.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;creatures&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;GOBLIN&amp;quot; sheetIndex=&amp;quot;0&amp;quot; file=&amp;quot;gobbos.png&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;1&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;hair&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;3&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;5&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;hair&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;7&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/variant&amp;gt;&lt;br /&gt;
  &amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/creatures&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, we have a main goblin sprite, that is colored according to the skin color of the individual goblin (usually a shade of green) this is the goblin's body. Then a second sprite is layered over it, which is the hair sprite, and is colored according to the hair. The third layer has no color change, and contains things like claws and eyes, that we don't want to be colored. The final layer contains the clothes, which are colored according to the goblin's profession. this will give us the following completed sprite:&lt;br /&gt;
&lt;br /&gt;
[[File:Japa_gobbo.png]]&lt;br /&gt;
&lt;br /&gt;
===Animating Creatures===&lt;br /&gt;
&lt;br /&gt;
Adding animations to creatures is really quite simple. But before we dive into it, it makes sense to look at how Stonesense animations work.&lt;br /&gt;
&lt;br /&gt;
Currently, the game cycles through six frames at a steady pace. The speed at which these frames are cycles can be specified in the init file, but it global and shared between all sprites.&lt;br /&gt;
&lt;br /&gt;
To add animations to a creature, we add another condition attribute, ''frames'', to the &amp;lt;variant&amp;gt; node, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 7 frames = &amp;quot;012&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here frames is set to the value &amp;quot;012&amp;quot;. This means that this variant node is valid at frames 0, 1 and 2. It is NOT valid, at frames 3, 4 and 5. Remember there are six frames in total, from 0 to 5.&lt;br /&gt;
The value of the frames attribute is treated as a string, not as a number. This is important to note, as &amp;quot;frames=354&amp;quot; has the same effect as ''frames=453'', and indeed also ''frames=&amp;quot;3 5, 4&amp;quot;'' or ''frames=&amp;quot;3x5@ .4&amp;quot;''. The invalid characters are simply ignored.&lt;br /&gt;
&lt;br /&gt;
An example&lt;br /&gt;
Let's make an animated Giant Bat, using this awesome sprite sheet made by Beefmo:&lt;br /&gt;
&lt;br /&gt;
[[File:beefmo_giantbat.png]]&lt;br /&gt;
&lt;br /&gt;
Now, to configure up a basic animation for a giant bat, we could add something like this to Wildlife.xml:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;BAT_GIANT&amp;quot; sheetIndex = 0 file=&amp;quot;giantbat.png&amp;quot; &amp;gt; &lt;br /&gt;
  &amp;lt;variant sheetIndex = 2 frames = &amp;quot;345&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This will create a simple 2-frame animation. Each frame is used for the same length of time, since the default is used for frames 0, 1 and 2, and the overriding variant is used for frames 3, 4 and 5.&lt;br /&gt;
Hint: If you want the bat to flap its wings faster, change the frames for the variant to &amp;quot;024&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
But Beefmo's giant bat sheet has three frames, so let's add them all for a complete animation:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;BAT_GIANT&amp;quot; sheetIndex = 0 file=&amp;quot;giantbat.png&amp;quot; &amp;gt; &lt;br /&gt;
  &amp;lt;variant sheetIndex = 0 frames = &amp;quot;05&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 1 frames = &amp;quot;14&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 2 frames = &amp;quot;23&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how the frames are used twice, to make a nice cyclic animation. &lt;br /&gt;
The indexed sprites will be drawn in order 0 1 2 2 1 0.&lt;br /&gt;
&lt;br /&gt;
=Vegetation=&lt;br /&gt;
&lt;br /&gt;
Vegetation content can be found in the ''vegetation'' folder of Stonesense.&lt;br /&gt;
&lt;br /&gt;
Just like with all the other configurable content, the active plant and shrub XML files are outlined in an ''index.txt'' file.&lt;br /&gt;
&lt;br /&gt;
The buildup of these XML files is very simple. Take a look at this example config file for trees:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;trees file=&amp;quot;vegetation/trees.png&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ACACIA&amp;quot; sheetIndex = 0 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; sheetIndex = 1 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ASH&amp;quot; sheetIndex = 2 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;BIRCH&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/trees&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And this one for shrubs:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;shrubs file=&amp;quot;vegetation/shrubs.png&amp;quot;&amp;gt; &lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;MUSHROOM_HELMET_PLUMP&amp;quot; sheetIndex = 0 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;GRASS_TAIL_PIG&amp;quot; sheetIndex = 1 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;GRASS_WHEAT_CAVE&amp;quot; sheetIndex = 2 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;POD_SWEET&amp;quot; sheetIndex = 3 /&amp;gt;&lt;br /&gt;
&amp;lt;/shrubs&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the only difference is the root node, both of which contain &amp;lt;plant&amp;gt; nodes.&lt;br /&gt;
The plant nodes should be rather straight forward; it only has two attributes:&lt;br /&gt;
*gameID: the name of the shrub or tree, as defined by the DF raw files. See here [[Talk:Stonesense:Adding_Vegetation|for a complete list]].&lt;br /&gt;
*[[Stonesense:Sprites#Sprite_Index|sheetIndex]]: the index of the sprite to be drawn for this plant. &lt;br /&gt;
&lt;br /&gt;
Which sprite sheet the sheetIndex attributes refers to is specified by the file attribute in the root node.&lt;br /&gt;
The examples above uses &amp;quot;trees.png&amp;quot; and &amp;quot;shrubs.png&amp;quot; respectively.&lt;br /&gt;
If no file is specified, it will use the Objects.png in the Stonesense root folder.&lt;br /&gt;
&lt;br /&gt;
Tree saplings and dead trees can be defined as well by adding the appropriate keywords to their plant entry:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; dead=&amp;quot;true&amp;quot; sapling=&amp;quot;true&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no support for young shrubs, so the &amp;quot;sapling&amp;quot; keyword does nothing for shrubbery.&lt;br /&gt;
At present, (in Stonsense Granite) the value of the &amp;quot;dead&amp;quot; and &amp;quot;sapling&amp;quot; keywords is ignored, so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; dead=&amp;quot;false&amp;quot; sapling=&amp;quot;true&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
... will still select for dead saplings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=207002</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=207002"/>
		<updated>2014-07-21T17:30:13Z</updated>

		<summary type="html">&lt;p&gt;Dirst: /* Behavior */  Removed link from &amp;quot;value&amp;quot; since it pointed to an article about item value.  There is no page on cultural values?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom creature can have a tier of 3000 and still work even if it's the only custom creature.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Seemingly draws from all creatures with the same [HFID] token.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. &lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_GROUP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Helps give a boost to weaker civs by giving them more cannon fodder at the beginning of their histories, and better genetic diversity (if that's modeled for that particular creature). Note that single-gender (e.g. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals).&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max population '''per entity'''. Multiply this by max starting civ to get the total population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site. Generic site types will not hold any more than this number of entities.  Must be at least 80 for towns to be generated.  In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's cultural values.  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag, enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers. Does not work due to a bug.{{bug|5854}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Will cause cities to be hostile to adventurers whenever they enter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Makes trade impossible with the related civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a Barony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bolt&amp;diff=199331</id>
		<title>v0.31:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bolt&amp;diff=199331"/>
		<updated>2014-05-26T19:05:45Z</updated>

		<summary type="html">&lt;p&gt;Dirst: /* Masterwork Bolts */ Fixed typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:53, 26 December 2010 (UTC)}}{{buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ammunition]] for [[crossbow]]s. Can be made from [[wood]], [[bone]], or weapon-grade [[metal]]s.&lt;br /&gt;
&lt;br /&gt;
Wooden and metal bolts produce a [[stack]] of 25 per [[log]] or [[bar]].&lt;br /&gt;
&lt;br /&gt;
Making bone bolts will take only one bone away from a stack and turn it into 5 bolts.&lt;br /&gt;
&lt;br /&gt;
Wooden and bone bolts are made in a [[Craftsdwarf's workshop]]. Metal bolts are forged at a [[Metalsmith's forge]] or [[Magma forge]].&lt;br /&gt;
&lt;br /&gt;
Wooden bolts use the Woodcrafting skill to make.  Bone bolts require Bonecrafting and metal bolts require Weaponsmithing (not Metalcrafting).  &lt;br /&gt;
[[Quiver]]s are always required for bolts to be equipped.&lt;br /&gt;
&lt;br /&gt;
When fired, Bolts have a chance of shattering on impact or bouncing off and being able to be reclaimed- However, when on the ground they are forbidden.&lt;br /&gt;
&lt;br /&gt;
Tests show that where even masterwork wooden bolts bounce harmlessly off copper armor, iron bolts pierce without any issue. Bone bolts are significantly better than wood, but metal bolts are still recommended for military use.&lt;br /&gt;
&lt;br /&gt;
==Masterwork Bolts==&lt;br /&gt;
As with other items, high-skill dwarves can make masterwork-[[Item quality|quality]] bolts.  While they don't care if the bolts are fired and shatter on impact, they do get upset if a bolt gets carried off - say by a retreating enemy with the bolt stuck in him. Unfortunately, dwarves also get upset if you melt down individual masterwork bolts, which are otherwise nearly useless.&lt;br /&gt;
&lt;br /&gt;
The simplest remedy for this is to simply '''make more bolts''' - a dwarf who has produced hundreds of masterwork bolts will be more annoyed by [[fly|flies]] than the loss of a masterwork.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Tests show that bone and wooden bolts are effective against most{{verify}} unarmored targets, like  wildlife, but for various reasons are quite useless against some other creatures and armored targets.&lt;br /&gt;
&lt;br /&gt;
The same goes for some metal bolts (silver, copper) with variations depending on the precise metal.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Bone bolts are not advisable for weapon traps as only a stack of 5 will be stored per crossbow, making frequent restocking necessary.&lt;br /&gt;
&lt;br /&gt;
It is largely unclear what of the above constitutes a bug and what is intended behaviour.&lt;br /&gt;
&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
*Masterwork bolts cause unhappy thoughts when they get carried off the map or melted down{{bug|3169}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[ITEM_AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
[NAME:bolt:bolts]&lt;br /&gt;
[CLASS:BOLT]&lt;br /&gt;
[SIZE:50]&lt;br /&gt;
[ATTACK:EDGE:100:2000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Goshenite&amp;diff=199330</id>
		<title>v0.34:Goshenite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Goshenite&amp;diff=199330"/>
		<updated>2014-05-26T19:00:49Z</updated>

		<summary type="html">&lt;p&gt;Dirst: Added a small amount of description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Goshenite''' is a semi-precious colorless beryl [[gem]] found in small clusters within layers of [[granite]], [[schist]] and [[marble]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Personality_facet&amp;diff=198886</id>
		<title>v0.34 Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Personality_facet&amp;diff=198886"/>
		<updated>2014-04-26T14:54:15Z</updated>

		<summary type="html">&lt;p&gt;Dirst: /* &amp;quot;Trait bins as found examining 16000 dwarves&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suspect that the &amp;quot;modesty&amp;quot; personality trait affects the thoughts dwarves get from lack of clothing in the most recent versions.  I've got 2 dwarves in my fort who are/were flashing &amp;quot;unhappy&amp;quot;.  Both of these dwarves had the &amp;quot;no shoes recently&amp;quot; thought, and both also had the &amp;quot;finds immodesty distateful&amp;quot; trait.  Presumably other dwarves were also missing shoes (I've got &amp;gt; 180 dwarves), but only these two were unhappy enough to flash the orange bang.  Needs more science. --[[User:Greycat|Greycat]] 20:21, 8 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that the &amp;quot;imagination&amp;quot; trait results in more vivid descriptions of decorations such as statues and engravings, however I haven't tested this in any kind of organized way; just noticed far fewer engravings of 'a dwarf' when I make those with higher tokens stone detailers, and instead see historical events and scenes. That may simply be coincidence, however. -- Anonymous 05:46, 3 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, I'm pretty sure it means higher rate of masterwork item creation. On my most recent embark, my now-Great carpenter already has a disproportional number of masterworks to his name. I think it's related, but I am using a lot of wood, so take it with a grain of salt.--[[Special:Contributions/141.219.230.93|141.219.230.93]] 20:35, 8 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Artistic trait is related to the strength of the thought associated with admiring an object. A dwarf with a low artistic trait, like my current duke, will be &amp;quot;sleeping in a good bedroom/dining in a good dining room&amp;quot; or &amp;quot;admiring fine furniture/traps&amp;quot; even though the pieces/room he's interacting with are worth tens of thousands of dwarfbucks.&lt;br /&gt;
:I don't see this pattern in my fort of 107 dwarves. Much more evidence would be required to prove a personality trait claim.--[[User:UristDaVinci|UristDaVinci]] 03:59, 15 December 2012 (UTC)&lt;br /&gt;
Seems that you're right. I generated a world with 0:0:0 artistic_interest and my dwarves still had the appropriate thoughts for the bedrooms they owned.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trait bins as found examining 16000 dwarves&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What is the purpose of this section? It appears to be notes on a private study, and seems it would be rather illegible to the casual DFwiki reader. Heck, I like to think of myself as more than casual, and I really have no idea what is going on there.&lt;br /&gt;
&lt;br /&gt;
It needs to be updated with an introduction explaining the significance of the work being presented, or it should be moved here to the discussion page until it is ready for proper, complete presentation on the live page. --[[User:777|777]] 17:09, 21 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that it's referring to normal models. I really can't understand what it's saying, so it's a bit more difficult to figure out than it should be. [[User:Putnam3145|Putnam]] 20:14, 28 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone pulled my non normal trait conversion info off the wiki... didnt even bother putting it into the discussion section... anyways... ill try updating it once again [Thistleknot]&lt;br /&gt;
&lt;br /&gt;
Okay, for now, I'm just pasting this here&lt;br /&gt;
It is possible to skew non normal traits to the normal breakdown as listed on the wiki.&lt;br /&gt;
&lt;br /&gt;
Example: For 45 Mean Traits (Immoderation I believe is one), by stretching 0 to 45 to 0 to 50, and 55 to 100 to 50 to 100.&lt;br /&gt;
&lt;br /&gt;
Requires an if check and a formula similar to this:&lt;br /&gt;
&lt;br /&gt;
Example: Converting + Traits to Normal&lt;br /&gt;
&lt;br /&gt;
=IF(Value&amp;lt;=55,(Value/55)*50,(((Value-55)/45)*50)+50) &lt;br /&gt;
&lt;br /&gt;
I need this info here for future research purposes.  Thx!&lt;br /&gt;
&lt;br /&gt;
Would it be possible for whoever created the 16000 dwarves to post the data here on the Discussion page in 1-point bins?  That should make it possible to figure out the distribution.  The description of a &amp;quot;bell curve with fat tails&amp;quot; could indicate a censored normal distribution, a t distribution, or a beta distribution.  It's virtually impossible to tell these apart with such wide bins. [[User:Dirst|Dirst]] ([[User talk:Dirst|talk]]) 14:54, 26 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Updated Rating ==&lt;br /&gt;
&lt;br /&gt;
Reading through this article, I had no idea why it was listed as 'tattered', so I went ahead and upgraded it to Exceptional, based upon the rating script's recommendation. Since it's a jump of two rank levels, feel free to revert down to Fine if you think Exceptional is too generous. [[User:August|August]] 05:53, 8 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== -23032 in Thrill seeking... ==&lt;br /&gt;
&lt;br /&gt;
anyone else have had this bug ? my dwarff Tholtig Dasëlasob is &amp;quot;Entirely adverse to risk and excitement&amp;quot;. which is no surprice as his raw is -23032 as seen in Dwarff Therapist... &lt;br /&gt;
http://www4.picturepush.com/photo/a/13237107/img/13237107.png&lt;br /&gt;
&lt;br /&gt;
Yes, &amp;quot;we&amp;quot; believe this is a &amp;quot;true&amp;quot; bug in the game.  I don't know if it's been reported to the bugtracker ( http://www.bay12games.com/dwarves/mantisbt/print_all_bug_page.php ), but if not, please do, but it's been addressed in Splinterz version of Dwarf Therapist, but maybe not enough if the bug isn't fixed.&lt;/div&gt;</summary>
		<author><name>Dirst</name></author>
	</entry>
</feed>