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	<updated>2026-05-27T12:39:36Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36229</id>
		<title>Challenge Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36229"/>
		<updated>2008-02-23T21:41:09Z</updated>

		<summary type="html">&lt;p&gt;Flap: /* This. Is. SPARTAAAA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exiled Warlord ===&lt;br /&gt;
* Seven starting dwarves with no military skills&lt;br /&gt;
* All immigrants immediately activated into the military&lt;br /&gt;
* No killing them off on purpose!&lt;br /&gt;
&lt;br /&gt;
=== Hermit ===&lt;br /&gt;
&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Outcast ===&lt;br /&gt;
 &lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.&lt;br /&gt;
&lt;br /&gt;
=== Roughing it ===&lt;br /&gt;
&lt;br /&gt;
* No picks&lt;br /&gt;
&lt;br /&gt;
Don't [[dig]] or build at all. Bring no [[pick]]s, and don't ask for them in [[Trade depot|trade]]. Watch as the more &amp;quot;weather-averse&amp;quot; dwarves slowly go mad.&lt;br /&gt;
&lt;br /&gt;
=== Gone to the dogs ===&lt;br /&gt;
&lt;br /&gt;
* One [[pick]]&lt;br /&gt;
* A ton of [[animals]]&lt;br /&gt;
&lt;br /&gt;
Replace the starting equipment with an equal value in [[dog]]s or [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
=== ASPCA ===&lt;br /&gt;
&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Luddite ===&lt;br /&gt;
&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
=== City-States ===&lt;br /&gt;
&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;insert material&amp;gt; Fort ===&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
=== Dieting Dwarves ===&lt;br /&gt;
&lt;br /&gt;
'''Fishing Village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
* Obviously, no meat, fish, or dairy&lt;br /&gt;
* Also, no leather, silk, or shell&lt;br /&gt;
* In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]&lt;br /&gt;
&lt;br /&gt;
A fairly easy challenge. Take no meat and buy no meat. Butcher no animals. Gut no fish. Use no animal products like the [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
=== Hunting Party ===&lt;br /&gt;
&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
=== Immigration and Customs Enforcement ===&lt;br /&gt;
&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfsicles ===&lt;br /&gt;
&lt;br /&gt;
Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use [[ice]], instead. Be sure to bring plenty of [[Plump helmet|Plump Helmets]] for brewing drinks!&lt;br /&gt;
&lt;br /&gt;
For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.&lt;br /&gt;
&lt;br /&gt;
=== This. Is. SPARTAAAA ===&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. You should forbid the use of gold and silver, the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. &amp;lt;!-- why? --Savok --&amp;gt; You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;br /&gt;
&lt;br /&gt;
=== The Mad Butcher ===&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Start with a normal build except:&lt;br /&gt;
   * One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
   * buy minimal food&lt;br /&gt;
   * bring as many puppies or kittens as possible&lt;br /&gt;
3. Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
5. Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
6. At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
8. As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
9. See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Minotaur&amp;diff=35542</id>
		<title>40d:Minotaur</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Minotaur&amp;diff=35542"/>
		<updated>2008-02-23T21:39:04Z</updated>

		<summary type="html">&lt;p&gt;Flap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Half man, half bull.  These creatures mainly live in caves.  Town leaders may want these creatures dead in quests.&lt;br /&gt;
&lt;br /&gt;
These creatures use [[wrestling]] to attack.  They have two horns on their head that can do some serious damage if they attack with them.&lt;br /&gt;
&lt;br /&gt;
They aren't very tall, they are two sizes bigger than humans, but they are smaller than few of the possible creatures in their den, like [[giant bat]]s.&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9528</id>
		<title>40d:Starting builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9528"/>
		<updated>2008-02-23T21:35:46Z</updated>

		<summary type="html">&lt;p&gt;Flap: /* Dwarves &amp;amp; Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Starting builds''' are different strategies that you can choose when starting a new game in [[fortress mode]]. The skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page gives advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself - defined by who and what to take with you - as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
* Your First Fortress?&lt;br /&gt;
Note: If you are a new player looking for a solid basis to survive the first couple of months or years, check out [[Your_first_fortress|this guide]]. It includes a basic starting build similar to the one discussed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Each dwarf can learn any of a large number of [[skills]]. &lt;br /&gt;
&lt;br /&gt;
* Dwarves with little experience in a skill will work slowly and ineffectively.&lt;br /&gt;
&lt;br /&gt;
* Inexperienced [[farming|farmers]] and [[herbalist|herbalists]], for example, will harvest stacks of only one or two items or even nothing, wasting the seed/shrub. This results in a small overall harvest which takes many [[container#container|containers]] to store in, less effective food preparation in the kitchen, and more space needed for [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
* Inexperienced [[Miner|miners]] work very slowly. Mining can be levelled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
&lt;br /&gt;
* Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors enabled will, after a while, progress to Dabbling users of their skill, and continue to learn from performing that labor.&lt;br /&gt;
&lt;br /&gt;
* Inexperienced dwarves who create items in nearly all [[workshops#workshops|workshops]] will create low [[quality#quality|quality]] goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items.&lt;br /&gt;
&lt;br /&gt;
* [[Quality]] is a central concept in the game - it affects [[food]] and [[alcohol]],  almost anything you will have your dwarves create in the game: [[trading]] goods, [[barrel|barrels]], [[clothing]], [[armor]], [[furniture]], [[weapons]], and so on. Quality also very much affects the worth of an item while [[trading]].&lt;br /&gt;
&lt;br /&gt;
Overall, 'Levelling up' the dwarves' skills quickly is a good game goal to set. Doing so [[losing|may]] result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and furniture.&lt;br /&gt;
&lt;br /&gt;
Using and seeing high-quality items gives dwarves happy [[thoughts]]. This tends to increase a fortress' [[tantrum|longevity]].&lt;br /&gt;
&lt;br /&gt;
=== Which do I need, really? ===&lt;br /&gt;
&lt;br /&gt;
Most builds recommend:&lt;br /&gt;
&lt;br /&gt;
* 2 miners&lt;br /&gt;
* 2 farmers&lt;br /&gt;
* mason&lt;br /&gt;
* mechanic&lt;br /&gt;
* carpenter&lt;br /&gt;
* woodcutter&lt;br /&gt;
* brewer&lt;br /&gt;
* cook&lt;br /&gt;
* herbalist&lt;br /&gt;
* plus some extra skills - to create trade goods, or build up a dwarven glass or steel industry.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some [[skills]] are highly time-consuming, and working at different jobs levels up specific [[attribute]]s. One could level up a miner until hes becomes mighty and ultra-tough - and then turn him into a soldier. If you plan on doing so, it may not be a good idea to give this guy another critical job such as Trader and Record Keeper, but maybe military skills depending on how soon you intend to have [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, it makes sense to combine tasks into dwarves who will take care of a specific industry - so Combine (indoor) farming with cooking (not mining), for example.&lt;br /&gt;
&lt;br /&gt;
Most builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* Woodcutter/Carpenter. Add Axedwarf for added security.&lt;br /&gt;
* Mason. Apparently, in most many fortresses, the Mason is a very busy man indeed. Recommendations include 'spare miner', 'rarely needed skills' or skills which are not very time-consuming.&lt;br /&gt;
* Farmer/Cook, Farmer/Brewer. Basic two-person food team.&lt;br /&gt;
* Farmer/Herbalist, Farmer/Brewer/Cook. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the still, kitchen, and indoor farms.&lt;br /&gt;
* Noble/Boss: Novice [[Judge of intent]]/Novice [[Appraiser]]/Novice [[Organizer]]/Novice [[Record keeper]]. Combine this with a single time-intensive task such as Masonry or Mining, and optionally turn off all hauling tasks right at the start of the game. This results in an all-around Boss and Trader (who can usually be coerced into going to the trade depot and hold meetings just by turning the main profession off).&lt;br /&gt;
* Craftsdwarf, depending on your strategy - e.g. [[glass]] maker, weapon smith or armor smith, sometimes combined with related tasks from that industry (furnace operating, wood burning). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. You definitely need to bring one [[pick]] for each [[miner]], some [[food]], and some [[alcohol]]. Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, with quantities ending in a &amp;quot;1&amp;quot; or a &amp;quot;6&amp;quot;. This is to maximize the number of [[barrels]] you start with, since most foodstuffs fit five to a barrel. More barrels will let you build a larger stockpile for your first winter and conserves the [[wood]] you harvest in the early game for beds and other necessities.&lt;br /&gt;
&lt;br /&gt;
== Fortress Sites ==&lt;br /&gt;
Each fortress site offers particular challenges and opportunities. The starting builds below can and should be adjusted depending on the specific vision you have of your fortress ... and what it will take to stay [[losing|alive]] where you're going!&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Most dwarven fortresses are founded along the edges of mountain ranges on sites that combine abundant ore and access to the outside world.  Magma and rare metals lure settlers here, but [[goblins]], [[chasm]] dwellers, and even [[giant eagle]]s are potent threats.&lt;br /&gt;
&lt;br /&gt;
Trees and plants do not grow at high elevations, so you'll want to include non-mountainous areas to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Other consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
&lt;br /&gt;
Be sure to include a stream on the map; running water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and lakes will often be frozen year-round and your dwarves may quickly die of exposure.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
=== Wooded Plains (with trees and plants) ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  &lt;br /&gt;
&lt;br /&gt;
Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, fewer hostile fortresses and caves, and (unless frozen) more abundant water.  There are even (rare) magma vents.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is a lack of rock to mine.  Fewer elevations means fewer exploitable z-levels.  The first few levels below the surface are almost always soil, peat, loam, clay, or sand, none of which offers much (or any) gems, ore, or building material.  An [[aquifer]], if present, may bar all access to stone until you freeze, pump out, or find a way through the water.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren (few or no trees and plants) ===&lt;br /&gt;
Treeless (or near-treeless) biomes are challenging sites for a fortress:  you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as glaciers are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  Deserts and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
=== Ocean Side ===&lt;br /&gt;
An interesting combination of a few of the above locations, beaches are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a river.&lt;br /&gt;
There is also a likelihood that the settlement will fall between two biomes, potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the ocean is full of amphibious zombie whales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Build ==&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
On most (but not all) sites, you'll want to get food, brew drink, mine, make wood and stone items, and trade.  Whatever additional skills you purchase, be sure to cover these.  If you need more points to buy skills (and it's a good idea to buy lots of skills), remove a battle axe.&lt;br /&gt;
&lt;br /&gt;
* 2 miners&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either a herbalist/grower, or a fisherdwarf, or a hunter.  The first gets you lots of brewable plants on maps with plants, the second gets you food and bones on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with animals.  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and broker; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade crafts, and such&lt;br /&gt;
* 20 units of drink:  [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]] are all good.  [[dwarven wine]] you'll get through brewing.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of booze for each one brewed at a [[still]].&lt;br /&gt;
* 5 turtles - they get you bones and shells&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 dogs - to guard against thieves and help kill intruders.&lt;br /&gt;
* (optional) other kinds of seeds and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Rapid Expansion''' ===&lt;br /&gt;
A plan for quick growth followed up by heavy immigration works well both as an early game strategy and as an assist for a late game foundation.  Starting off with the anvil is also much less troublesome if you drop both battleaxes and make your own picks too.  Don't worry though, you'll be digging out cavernous villas in no time, and cheaply too, with this build.  Food and stone will be in abundance and you'll have excellent worker time utilization. And due to the early metalworking and distributed skills your dwarves have, soon you'll have powerful steel-armored warrior workers that'll form the bedrock of a city guard.&lt;br /&gt;
&lt;br /&gt;
Always build a wood burning furnace, Smelter and Metalsmith shop first, and take apart that wagon for extra logs. Either burn those logs into charcoal, or smelt coal into fuel, and then make your tools.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
By dropping both picks and axes you'll be able to afford a lot of useful skills, and you'll be able to get a metalsmithing shop running within the first seconds of your game, so no precious time is lost. Your Dwarves are divided largely into two groups, your laborers (Butcher, Baker and candle--er, Brewer) and your craftsdwarves.  Essentially a Blue collar/White collar divide to set up a nice class war later. Also, by having such wide assortments of skills, your dwarves will get lots of attribute bonuses and become extremely capable fighters by the time you need to worry about that.&lt;br /&gt;
&lt;br /&gt;
Laborers are given mining and growing skills with some extra to cover food production.  The Ranger is the oddball, but will spend his early days gathering plants and hauling items, so fits here. Your first order of business with them is to dig that top later out quickly and get some farms started and fully stocked.  Then, as they grow, you can go back to digging out the rest of the base.&lt;br /&gt;
&lt;br /&gt;
* The Baker: +5 Mining, +2 Growing, +3 Cooking.&lt;br /&gt;
* The Brewer: +5 Mining,  +2 Growing, +3 Brewing.&lt;br /&gt;
* The Butcher: +5 Mining, +2 Growing, +1 Butchering, +1 Tanning, +1 Leatherworking.  Make some bags for sand and the Quarry Bushes and a butcher's shop before the Ranger starts his hunts.&lt;br /&gt;
&lt;br /&gt;
* The Ranger: +3 Woodcutter, +3 Carpenter, +1 Herbalist, +1 Ambusher, +2 Axedwarf. Be sure to assign a war dog or two to this guy, since he's the only one who needs to go outside. Once he gets an axe, he'll also be a competent fighter and hunter and will start with armor due to +1 ambusher.&lt;br /&gt;
&lt;br /&gt;
Craftsdwarves focus on running shops, building trade goods, and making the outpost as profitable as possible in the first year, to attract additional immigrants that can be thrown into the mines or toil in the mushroom fields. They should have very broad skill bases, but the actual choice of leader is up to you.&lt;br /&gt;
&lt;br /&gt;
* The Smithy: +1 Weaponsmith, Armorsmith, Metalsmith, Furnace Operator, Wood Burner, Stone Crafting, Bone Carving. This guy will cover all of your rarely needed creation skills, and make your picks and axes. After this he usually ends up making scads of stone crafts for sale. Glassworking, gem cutting, and potash making are good as well, and even with novice in all areas you'll build fast enough for these rare items.&lt;br /&gt;
* The Foreman: +3 Building Design, +3 Mechanic, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.  Building design and mechanical work is extremely quick work, so instead give him nobleman skills to spend the rest of his work hours on. These are extremely useful in the long-term.&lt;br /&gt;
* The Freemason: +5 Masonry. It seems a bit silly to give him just one primary skill,  but Masons are usually working 24 hours a day on all variety of stone doors, chairs and tables.&lt;br /&gt;
&lt;br /&gt;
There's a variation if you want a more 'compact' design of those last two:&lt;br /&gt;
&lt;br /&gt;
* The Construction Worker: +5 Masonry, +3 Mechanic, +2 Building Design.&lt;br /&gt;
* The Lazy Boss: +3 Fishing, +3 Fish Cleaning, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.&lt;br /&gt;
&lt;br /&gt;
This is not as useful or safe, as Fishing is a time-intensive skill, so it takes him away from his record keeping job for extended periods and a Carp might kill him.  It also forces your Mason to get behind on Queues every time someone needs a trap build or a workshop set up.  Halting book-keeping doesn't slow down any production, so the original stat-spread can work out better.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
The only thing you need is your anvil, a few stones and bars of metal, everything else is optional. A point of contention is the Iron Axe you'll be making, as some may prefer it to be steel. Steel Bars cost 150, which is three times the cost of iron, and only provide a small damage bonus and no chopping speed bonus. If you start in an area with [[Limestone]] or [[Chalk]] you'll soon be able to smelt Steel with your functioning metalsmith shop anyway.  If you're on a map without trees, well, I suppose you don't need the axe at all.  But in that case you'd be better off taking the picks, dropping the anvil, and buying a few hundred logs.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Anvil]] - this is what makes it all possible, and helps you get started faster.&lt;br /&gt;
* 3 [[Copper|Copper bars]] - these cost 10 each, and will be your picks. Three for the price of one, literally.&lt;br /&gt;
* 1 [[Iron|Iron bar]] - this costs 50, and will be your axe.  The 40 extra is worth it for the damage increase you get over copper or bronze.&lt;br /&gt;
* 2 [[Bituminous coal]] or [[Log]]s - you can smelt two coal into 4 fuel for the cost of 2 logs. Inexpensive at 3 each, one can afford to bring more.&lt;br /&gt;
* 4 cheap stone - any sort works, such as inexpensive [[granite]]. You'll use these to make your first three buildings.&lt;br /&gt;
&lt;br /&gt;
That's what you need to get started, but this is a guide for the items on your list. This build does not require or recommend bringing plump helmets due to their cost. Instead, encourage your dwarves to eat the turtles and meat out of the barrels and cook wine biscuits.  Your farms will be running amazingly quickly anyway, and for half the cost of a single helmet you can make feed several dwarves on baked beer. You'll get enough seeds from brewing the [[plump helmets]] soon enough.&lt;br /&gt;
&lt;br /&gt;
* 26 of [[Dwarven wine|Wine]], [[Dwarven rum|Rum]], [[Dwarven beer|Beer]] and [[Dwarven ale|Ale]]&lt;br /&gt;
* 36 of [[rock nut]]s, [[Plump helmet spawn]] and [[Pig tail]] [[seeds]]&lt;br /&gt;
* 11 [[turtle]]s - these hilarious little dudes are way better than the meat you usually set out with, what with all the bones they leave. I use these as 'before farming' rations and build up a good supply of bone bolts. Shells are also valuable to have around.&lt;br /&gt;
* 1 of each other 2 cost meat, for extra empty barrels. Barrels cost 10, so getting any food below that can save you money.&lt;br /&gt;
* 2 [[Dogs]] - preferably war dogs or hunting dogs. Assign these to your Ranger. Bring a pair so you can make more dogs.&lt;br /&gt;
* 1 [[Horse]] - they're relatively inexpensive and will help you begin breeding horses faster, as you are nearly always getting a horse with your wagon. Livestock are a valuable commodity for meat and bones, and you want as many of these as possible 'emergency rations' on hand.&lt;br /&gt;
* 4 [[Leather]] - you need leather bags to process [[quarry bush]]es and to gather sand for glass. Four will be enough, and you can get it for only 20.&lt;br /&gt;
&lt;br /&gt;
If you do it exactly as written, you will end up with a few points left over. Grab some extra food or upgrade one of your copper bars to an actual copper pick, if you want a faster start. These foodstuffs will last a very long time if managed properly, so get your farms going and start preparing for next year now.&lt;br /&gt;
&lt;br /&gt;
=== Metalbashing/Glassworking ===&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials.  Magma is ideal but large coal seams or a forest will also suffice.  A site with either limestone or chalk means nearly unlimited steel.  Any site with &amp;quot;sand&amp;quot; (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Failing these, any place with lots of rock, trees, and preferably sand will work fine.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; Skills ====&lt;br /&gt;
Unless you're trying a low-skills challenge, each dwarf should get the maximum possible number (currently 10) of skill boosts; remove a battle axe to free up needed points.  Individual preferences can be mighty handy; if you have a dwarf who likes steel, clear glass, crossbows, siege engine parts, or something else equally interesting, he's an ideal candidate for matching skills.&lt;br /&gt;
&lt;br /&gt;
* A Carpenter/Leader:  Points into Carpenter, Wood Cutter, and a bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal thoughts/preferences.&lt;br /&gt;
* A Mason/Mechanic:  Points into Mason, Building Designer, and Mechanic.  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster trap-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist (assumes the site has at least some plants):  This dwarf will gather the plant material you need to brew drinks.  Points into Grower and Herbalist.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/Cook:  This dwarf is responsible for keeping your community fed and liquored up.  Points into Grower, Brewer, and (optionally) Cook.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal goblets, stone mugs, handwear, footwear, mechanisms, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
==== Items (all starts) ====&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, sweet pod seeds, pig tail seeds, and cave wheat seeds will diversify your meals and drinks and let you set up for clothes-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
===== Items (fast start) =====&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
===== Items (moderate start) =====&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which normally takes about 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* 1 [[battle axe]] (at present, steel is the only option)&lt;br /&gt;
* few or no logs, unless the map has no trees&lt;br /&gt;
* with the points you save by not bringing an anvil, buy logs, bars of base metals you expect your site to lack, and (if needed) coal (for fuel and coke) and/or dolomite (for flux).&lt;br /&gt;
&lt;br /&gt;
===== Items (slow start) =====&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  You can survive without them, but it's a lot cheaper to buy logs to make barrels than to bring more drink.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Free Equipment ===&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill get some leather armor, a crossbow and some bolts for free. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Challenge Builds ===&lt;br /&gt;
If you want a challenge try some [[Challenge_Builds]].&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Controls&amp;diff=10646</id>
		<title>40d:Controls</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Controls&amp;diff=10646"/>
		<updated>2008-01-21T07:39:32Z</updated>

		<summary type="html">&lt;p&gt;Flap: /* Adventure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document contains a list of the default controls for Dwarf Fortress as of version v0.27.169.32a.  Controls may be [[Key bindings|customized]] through the use of the {{key|Esc}}{{k|↓}}{{k|↓}}{{k|Enter}} menu or by editing the file data/init/interface.txt, but this is not recommended for new players. &lt;br /&gt;
&lt;br /&gt;
Controls are usually listed on the bottom of the window or next to the respective option when you have opened a menu.&lt;br /&gt;
&lt;br /&gt;
Arrows are shown on the edges of the screen if more options are available beyond the screen.  Use the [[Controls#Interface|Interface]] keys to scroll through the list of options.&lt;br /&gt;
&lt;br /&gt;
For purposes of the game, note that any key designated in uppercase means to hold Shift while tapping that key.  For instance, {{key|V}} means to press {{key|Shift}}+{{key|v}}.&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
&lt;br /&gt;
* {{key|+}} - Next option / Increase quantity&lt;br /&gt;
* {{key|-}} - Previous option / Decrease quantity&lt;br /&gt;
* {{key|*}} - Next page&lt;br /&gt;
* {{key|/}} - Previous page&lt;br /&gt;
* {{key|&amp;amp;uarr;}} - Next option&lt;br /&gt;
* {{key|&amp;amp;darr;}} - Previous option&lt;br /&gt;
* {{key|&amp;amp;larr;}} - Next column&lt;br /&gt;
* {{key|&amp;amp;rarr;}} - Previous column&lt;br /&gt;
* {{key|PgUp}} - Next page/screen&lt;br /&gt;
* {{key|PgDn}} - Previous page/screen&lt;br /&gt;
&lt;br /&gt;
When it is possible to scroll the map while a menu is open, the arrow keys cannot be used to select menu options; instead, the {{key|+}}, {{key|-}}, {{key|*}}, and {{key|/}} keys are repurposed to allow selection from menus.&lt;br /&gt;
&lt;br /&gt;
* {{key|?}} - Help&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}} - Movies / Stop Recording&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}}{{key|l}} - Load a Moving Record&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}}{{key|p}} - Play the Active Moving Record&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}}{{key|r}} - Start Recording (overwrites active record)&lt;br /&gt;
* {{key|&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;}}{{key|s}} - Save the Active Moving Record&lt;br /&gt;
* {{key|Tab}} - Change mode&lt;br /&gt;
* {{key|Esc}} - Options&lt;br /&gt;
&lt;br /&gt;
* {{key|Space}} - Cancel&lt;br /&gt;
* {{key|Enter}} - Select&lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&lt;br /&gt;
Move cursor / scroll map:&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;margin-left: 0.5in&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|Home}}&amp;lt;br/&amp;gt;Northwest&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|&amp;amp;uarr;}}&amp;lt;br/&amp;gt;North&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|PgUp}}&amp;lt;br/&amp;gt;Northeast&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|&amp;amp;larr;}}&amp;lt;br/&amp;gt;West&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|&amp;amp;rarr;}}&amp;lt;br/&amp;gt;East&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|End}}&amp;lt;br/&amp;gt;Southwest&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|&amp;amp;darr;}}&amp;lt;br/&amp;gt;South&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|PgDn}}&amp;lt;br/&amp;gt;Southeast&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or, with the numeric keypad:&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;margin-left: 0.5in&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|7}}&amp;lt;br/&amp;gt;Northwest&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|8}}&amp;lt;br/&amp;gt;North&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|9}}&amp;lt;br/&amp;gt;Northeast&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|4}}&amp;lt;br/&amp;gt;West&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|6}}&amp;lt;br/&amp;gt;East&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|1}}&amp;lt;br/&amp;gt;Southwest&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|2}}&amp;lt;br/&amp;gt;South&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|3}}&amp;lt;br/&amp;gt;Southeast&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hold {{key|Shift}} while pressing the above keys to move the cursor very rapidly.  Note that some users may experience &amp;quot;stuck keys&amp;quot; and other glitches unless Num Lock is ''off''.&lt;br /&gt;
&lt;br /&gt;
* {{key|&amp;amp;gt;}} - Up a level (Z-Axis)&lt;br /&gt;
* {{key|&amp;amp;lt;}} - Down a level (Z-Axis)&lt;br /&gt;
* {{key|Ctrl}}{{key|5}} - Down a level (Z-Axis)&lt;br /&gt;
* {{key|Shift}}{{key|5}} - Up a level (Z-Axis)&lt;br /&gt;
&lt;br /&gt;
== Adventure ==&lt;br /&gt;
* {{key|a}} - View announcements&lt;br /&gt;
* {{key|A}} - Attack an adjance creature / Change mode to [[wrestle]]&lt;br /&gt;
* {{unusedkey|b}}&lt;br /&gt;
* {{key|c}} - Combat preferences&lt;br /&gt;
* {{key|C}} - Center screen on yourself&lt;br /&gt;
* {{key|d}} - Drop an item&lt;br /&gt;
* {{key|D}} - Date/time&lt;br /&gt;
* {{key|e}} - Eat or drink something&lt;br /&gt;
* {{key|f}} - Fire a projectile&lt;br /&gt;
* {{key|g}} - Pickup an item&lt;br /&gt;
* {{unusedkey|h}}&lt;br /&gt;
* {{key|i}} - Inventory&lt;br /&gt;
* {{key|I}} - Interact with an object in an advanced way&lt;br /&gt;
* {{unusedkey|j}}&lt;br /&gt;
* {{key|k}} - Talk to somebody&lt;br /&gt;
* {{key|l}} - Look around&lt;br /&gt;
* {{key|L}} - Search the nearby area very carefully&lt;br /&gt;
* {{unusedkey|m}}&lt;br /&gt;
* {{unusedkey|n}}&lt;br /&gt;
* {{unusedkey|o}}&lt;br /&gt;
* {{key|p}} - Put an item in a container&lt;br /&gt;
* {{key|P}} - Temperature&lt;br /&gt;
* {{key|Q}} - Adventure log&lt;br /&gt;
* {{key|r}} - Remove an item you are wearing or from a container&lt;br /&gt;
* {{key|s}} - Stand or lie down&lt;br /&gt;
* {{key|S}} - Sneak&lt;br /&gt;
* {{key|t}} - Throw an item&lt;br /&gt;
* {{key|T}} - Travel&lt;br /&gt;
* {{key|u}} - Interact with a building, furniture or mechanism&lt;br /&gt;
* {{unusedkey|v}}&lt;br /&gt;
* {{key|w}} - Wear an item&lt;br /&gt;
* {{key|W}} - Weather&lt;br /&gt;
* {{unusedkey|x}}&lt;br /&gt;
* {{unusedkey|y}}&lt;br /&gt;
* {{key|z}} - Status&lt;br /&gt;
* {{key|Z}} - Sleep&lt;br /&gt;
* {{key|Space}} - Advance/clear messages&lt;br /&gt;
* {{key|.}} - Wait for a step&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
&lt;br /&gt;
* {{key|&amp;gt;}} - Visit location&lt;br /&gt;
* {{key|c}} - Start/stop cloud viewing&lt;br /&gt;
* {{key|Q}} - Adventure log&lt;br /&gt;
&lt;br /&gt;
== Fortress ==&lt;br /&gt;
* {{key|a}} - View Announcements&lt;br /&gt;
* {{key|b}} - Site a [[Building]]&lt;br /&gt;
* {{key|c}} - View Civilizations&lt;br /&gt;
* {{key|d}} - [[:category:Designations|Designations]]&lt;br /&gt;
* {{key|D}} - [[Depot]] Access (appears when depot is built)&lt;br /&gt;
* {{unusedkey|e}}&lt;br /&gt;
* {{unusedkey|f}}&lt;br /&gt;
* {{unusedkey|g}}&lt;br /&gt;
* {{key|h}} - [[Hot Keys]]&lt;br /&gt;
* {{key|i}} - [[Zone]]s&lt;br /&gt;
* {{unusedkey|j}}&lt;br /&gt;
* {{key|k}} - Look Around&lt;br /&gt;
* {{unusedkey|l}}&lt;br /&gt;
* {{key|m}} - [[Military]]&lt;br /&gt;
* {{key|n}} - [[Nobles screen|Nobles and Administrators]]&lt;br /&gt;
* {{key|o}} - Set Orders and Options&lt;br /&gt;
* {{key|p}} - [[Stockpile]]s&lt;br /&gt;
* {{key|q}} - Set Building Tasks/Prefs&lt;br /&gt;
* {{key|r}} - View Rooms/Buildings&lt;br /&gt;
* {{unusedkey|s}}&lt;br /&gt;
* {{key|t}} - View Items in Buildings&lt;br /&gt;
* {{unusedkey|u}}&lt;br /&gt;
* {{key|v}} - View Units&lt;br /&gt;
* {{key|V}} - [[Visualize]] (3D view)&lt;br /&gt;
* {{unusedkey|w}}&lt;br /&gt;
* {{key|x}} - [[Squad]]s&lt;br /&gt;
* {{unusedkey|y}}&lt;br /&gt;
* {{key|z}} - [[Status]]&lt;br /&gt;
* {{key|Space}} - Pause/Resume&lt;br /&gt;
* {{key|Tab}} - Move Menu/Map&lt;br /&gt;
* {{key|.}} - Advance time by one-step (while paused)&lt;br /&gt;
&lt;br /&gt;
=== Building List ===&lt;br /&gt;
* {{key|a}} - [[Armor stand]]&lt;br /&gt;
* {{key|A}} - [[Archery target]]&lt;br /&gt;
* {{key|b}} - [[Bed]]&lt;br /&gt;
* {{key|B}} - [[Bars|Vertical bars]]&lt;br /&gt;
* {{key|Alt}}+{{key|b}} - [[Bars|Floor bars]]&lt;br /&gt;
* {{key|c}} - [[Seat]]&lt;br /&gt;
* {{key|C}} - Wall/Floor/Stairs (&amp;quot;Rewall&amp;quot;)&lt;br /&gt;
* {{key|C}}{{key|d}} - [[Stair|Down stair]]&lt;br /&gt;
* {{key|C}}{{key|f}} - [[Floor]]&lt;br /&gt;
* {{key|C}}{{key|F}} - [[Fortification]]&lt;br /&gt;
* {{key|C}}{{key|r}} - [[Ramp|Ramp up]]&lt;br /&gt;
* {{key|C}}{{key|u}} - [[Stair|Up stair]]&lt;br /&gt;
* {{key|C}}{{key|w}} - [[Wall]]&lt;br /&gt;
* {{key|C}}{{key|x}} - [[Stair|Up/down stair]]&lt;br /&gt;
* {{key|d}} - [[Door]]&lt;br /&gt;
* {{key|D}} - [[Trade depot]]&lt;br /&gt;
* {{key|e}} - Furnaces&lt;br /&gt;
* {{key|e}}{{key|a}} - [[Magma glass furnace]]&lt;br /&gt;
* {{key|e}}{{key|g}} - [[Glass furnace]]&lt;br /&gt;
* {{key|e}}{{key|k}} - [[Kiln]]&lt;br /&gt;
* {{key|e}}{{key|l}} - [[Magma smelter]]&lt;br /&gt;
* {{key|e}}{{key|n}} - [[Magma kiln]]&lt;br /&gt;
* {{key|e}}{{key|s}} - [[Smelter]]&lt;br /&gt;
* {{key|e}}{{key|w}} - [[Wood furnace]]&lt;br /&gt;
* {{key|f}} - [[Cabinet]] (personal clothing storage)&lt;br /&gt;
* {{key|g}} - [[Bridge]]&lt;br /&gt;
* {{key|G}} - [[Grate|Floor grate]]&lt;br /&gt;
* {{key|h}} - [[Container]] (personal objects storage)&lt;br /&gt;
* {{key|H}} - [[Grate|Wall grate]]&lt;br /&gt;
* {{key|i}} - Siege Engines&lt;br /&gt;
* {{key|i}}{{key|b}} - [[Ballista]]&lt;br /&gt;
* {{key|i}}{{key|c}} - [[Catapult]]&lt;br /&gt;
* {{key|j}} - [[Cage]]&lt;br /&gt;
* {{key|k}} - [[Kennels]]&lt;br /&gt;
* {{key|l}} - [[Well]]&lt;br /&gt;
* {{key|m}} - [[Animal trap]]&lt;br /&gt;
* {{key|M}} - Machine Components&lt;br /&gt;
* {{key|M}}{{key|g}} - [[Gear assembly]]&lt;br /&gt;
* {{key|M}}{{key|h}} - [[Axle|Horizontal axle]]&lt;br /&gt;
* {{key|M}}{{key|m}} - [[Windmill]]&lt;br /&gt;
* {{key|M}}{{key|s}} - [[Screw pump]]&lt;br /&gt;
* {{key|M}}{{key|v}} - [[Axle|Vertical axle]]&lt;br /&gt;
* {{key|M}}{{key|w}} - [[Water wheel]]&lt;br /&gt;
* {{key|n}} - [[Burial receptacle]]&lt;br /&gt;
* {{key|o}} - [[Road|Paved road]]&lt;br /&gt;
* {{key|O}} - [[Road|Dirt road]]&lt;br /&gt;
* {{key|p}} - [[Farm plot]]&lt;br /&gt;
* {{unusedkey|q}}&lt;br /&gt;
* {{key|r}} - [[Weapon rack]]&lt;br /&gt;
* {{key|s}} - [[Statue]]&lt;br /&gt;
* {{key|S}} - [[Support]]&lt;br /&gt;
* {{key|t}} - [[Table]]&lt;br /&gt;
* {{key|T}} - Traps/Levers&lt;br /&gt;
* {{key|T}}{{key|c}} - [[Trap#Cage Trap|Cage trap]]&lt;br /&gt;
* {{key|T}}{{key|l}} - [[Lever]]&lt;br /&gt;
* {{key|T}}{{key|p}} - [[Trap#Pressure Plates|Pressure plate]]&lt;br /&gt;
* {{key|T}}{{key|s}} - [[Trap#Stone-fall Trap|Stone-fall trap]]&lt;br /&gt;
* {{key|T}}{{key|S}} - [[Trap#Upright Spear/Spike|Upright spear/spike]]&lt;br /&gt;
* {{key|T}}{{key|w}} - [[Trap#Weapon Trap|Weapon trap]]&lt;br /&gt;
* {{unusedkey|u}}&lt;br /&gt;
* {{key|v}} - [[Restraint]]&lt;br /&gt;
* {{key|w}} - Workshops&lt;br /&gt;
* {{key|w}}{{key|a}} - [[Alchemist's laboratory]]&lt;br /&gt;
* {{key|w}}{{key|b}} - [[Bowyer's workshop]]&lt;br /&gt;
* {{key|w}}{{key|c}} - [[Carpenter's workshop]]&lt;br /&gt;
* {{key|w}}{{key|d}} - [[Dyer's shop]]&lt;br /&gt;
* {{key|w}}{{key|e}} - [[Leather works]]&lt;br /&gt;
* {{key|w}}{{key|f}} - [[Metalsmith's forge]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|g}}&lt;br /&gt;
* {{key|w}}{{key|h}} - [[Fishery]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|i}}&lt;br /&gt;
* {{key|w}}{{key|j}} - [[Jeweler's workshop]]&lt;br /&gt;
* {{key|w}}{{key|k}} - [[Clothier's shop]]&lt;br /&gt;
* {{key|w}}{{key|l}} - [[Still]]&lt;br /&gt;
* {{key|w}}{{key|m}} - [[Mason's workshop]]&lt;br /&gt;
* {{key|w}}{{key|M}} - [[Millstone]]&lt;br /&gt;
* {{key|w}}{{key|n}} - [[Tanner's shop]]&lt;br /&gt;
* {{key|w}}{{key|o}} - [[Loom]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|p}}&lt;br /&gt;
* {{key|w}}{{key|q}} - [[Quern]]&lt;br /&gt;
* {{key|w}}{{key|r}} - [[Craftsdwarf's workshop]]&lt;br /&gt;
* {{key|w}}{{key|s}} - [[Siege workshop]]&lt;br /&gt;
* {{key|w}}{{key|t}} - [[Mechanic's workshop]]&lt;br /&gt;
* {{key|w}}{{key|u}} - [[Butcher's shop]]&lt;br /&gt;
* {{key|w}}{{key|v}} - [[Magma forge]]&lt;br /&gt;
* {{key|w}}{{key|w}} - [[Farmer's workshop]]&lt;br /&gt;
* {{unusedkey|w}}{{unusedkey|x}}&lt;br /&gt;
* {{key|w}}{{key|y}} - [[Ashery]]&lt;br /&gt;
* {{key|w}}{{key|z}} - [[Kitchen]]&lt;br /&gt;
* {{key|W}} - [[Grate|Wall grate]]&lt;br /&gt;
* {{key|x}} - [[Floodgate]]&lt;br /&gt;
* {{key|y}} - [[Window|Glass window]]&lt;br /&gt;
* {{key|Y}} - [[Window|Gem window]]&lt;br /&gt;
* {{unusedkey|z}}&lt;br /&gt;
&lt;br /&gt;
=== Building Placement ===&lt;br /&gt;
Size/Direction&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;margin-left: 0.5in&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;width: 100px; background-color: #eee; text-align: center&amp;quot; | {{key|u}}&amp;lt;br/&amp;gt;Increase height&amp;lt;br/&amp;gt;North orientation&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 100px; background-color: #eee; text-align: center&amp;quot; | {{key|h}}&amp;lt;br/&amp;gt;Decrease width&amp;lt;br/&amp;gt;West orientation&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;width: 100px; background-color: #eee; text-align: center&amp;quot; | {{key|k}}&amp;lt;br/&amp;gt;Increase width&amp;lt;br/&amp;gt;East orientation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|m}}&amp;lt;br/&amp;gt;Decrease height&amp;lt;br/&amp;gt;South orientation&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Orientation (Bridge)&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;margin-left: 0.5in&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|w}}&amp;lt;br/&amp;gt;Raises &amp;amp;uarr;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|a}}&amp;lt;br/&amp;gt;Raises &amp;amp;larr;&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|s}}&amp;lt;br/&amp;gt;Retracts&lt;br /&gt;
| style=&amp;quot;width: 64px; background-color: #eee; text-align: center&amp;quot; | {{key|d}}&amp;lt;br/&amp;gt;Raises &amp;amp;rarr;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;background-color: #eee; text-align: center&amp;quot; | {{key|x}}&amp;lt;br/&amp;gt;Raises &amp;amp;darr;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designation List ===&lt;br /&gt;
&lt;br /&gt;
* {{key|a}} - [[Carve fortifications]]&lt;br /&gt;
* {{unusedkey|b}}&lt;br /&gt;
* {{key|c}} - [[Reclaim items/buildings]]&lt;br /&gt;
* {{key|d}} - [[Mine]]&lt;br /&gt;
* {{unusedkey|e}}&lt;br /&gt;
* {{key|f}} - [[Forbid items/buildings]]&lt;br /&gt;
* {{unusedkey|g}}&lt;br /&gt;
* {{key|h}} - [[Channel]]&lt;br /&gt;
* {{key|i}} - [[Up/down stairway]]&lt;br /&gt;
* {{key|j}} - [[Downward stairway]]&lt;br /&gt;
* {{unusedkey|k}}&lt;br /&gt;
* {{unusedkey|l}}&lt;br /&gt;
* {{unusedkey|m}}&lt;br /&gt;
* {{key|n}} - [[Remove construction]]&lt;br /&gt;
* {{key|o}} - [[Set traffic areas]]&lt;br /&gt;
* {{key|p}} - [[Gather plants]]&lt;br /&gt;
* {{unusedkey|q}}&lt;br /&gt;
* {{key|r}} - [[Upward ramp]]&lt;br /&gt;
* {{key|s}} - [[Smooth stone]]&lt;br /&gt;
* {{key|t}} - [[Chop down trees]]&lt;br /&gt;
* {{key|u}} - [[Upward stairway]]&lt;br /&gt;
* {{key|v}} - [[Toggle engravings]]&lt;br /&gt;
* {{unusedkey|w}}&lt;br /&gt;
* {{key|x}} - [[Remove designation]]&lt;br /&gt;
* {{unusedkey|y}}&lt;br /&gt;
* {{key|z}} - [[Remove up stairs/ramps]]&lt;br /&gt;
&lt;br /&gt;
== Mouse ==&lt;br /&gt;
&lt;br /&gt;
Some screens also support the mouse, allowing you to use the left button to select options:&lt;br /&gt;
&lt;br /&gt;
; Designations&lt;br /&gt;
: Use the left button to select and place designations, right button to position cursor without designation.&lt;br /&gt;
; Nobles and Administrators&lt;br /&gt;
; Status &amp;gt; Stone&lt;br /&gt;
; Music and Sound&lt;br /&gt;
; Name Fortress&lt;br /&gt;
; Name Group&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
&lt;br /&gt;
[[category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
[[category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventure_mode_quick_reference&amp;diff=6128</id>
		<title>40d:Adventure mode quick reference</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventure_mode_quick_reference&amp;diff=6128"/>
		<updated>2008-01-21T07:38:56Z</updated>

		<summary type="html">&lt;p&gt;Flap: /* Key Bindings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the keys used in [[Adventure mode]]&lt;br /&gt;
==Key Bindings==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Keys&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Meaning&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Combat Preferences&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Pickup an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack a adjacent creature. Change Mode to [[wrestle]].&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Center screen on yourself&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Adventure log (tasks, map, et cetera...)&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9249</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9249"/>
		<updated>2008-01-21T07:37:12Z</updated>

		<summary type="html">&lt;p&gt;Flap: /* Bugfix log for 0.27.169.33g: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after [[wrestling]] practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanos, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
Check the bay12games forums bug report subforum if you find something weird. Please use the search function!&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30408</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30408"/>
		<updated>2008-01-21T07:36:43Z</updated>

		<summary type="html">&lt;p&gt;Flap: /* Example two: &amp;quot;Arachnid&amp;quot; playable creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [NAME:singular:plural:possessive]&lt;br /&gt;
     [TYP&amp;lt;nowiki&amp;gt;E_SE&amp;lt;/nowiki&amp;gt;TTLEMENT]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
The 'NAME:' field is pretty self-explanatory, and is used generally for text things like 'The Elven forest retreat' related to the civilization. Remember, this is NOT the creature that is associated with it, just the civ name. You could make yourself a Roman civilization with [NAME:roman:romans:roman], for example. &lt;br /&gt;
&lt;br /&gt;
The 'TYPE_SETTLEMENT' entry can be one of the following: MOUNTAIN_SETTLEMENTS, FOREST_SETTLEMENTS, PLAINS_SETTLEMENTS. This will have the effect of replacing civilizations that would normally go in that settlement: if you create an orc civ that lives on plains, then quite a lot of the human plains civs (but not all) will be replaced by orc cities (assuming you turn on some other tokens).&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are CIV_CONTROLLABLE, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and INDIV_CONTROLLABLE which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
NOTE: With version 32a and higher, if you use [NUISANCE] or [BABYSNATCHER] with older mods then you will get things like wyverns sneaking into your fort knocking everything over, as they're set buildingdestroyer. Just remove the line (nuisance, babysnatcher, sieger) entirely.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]]. &lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
YOu can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE token allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34731</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34731"/>
		<updated>2008-01-21T07:36:12Z</updated>

		<summary type="html">&lt;p&gt;Flap: /* Body Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  An opening in the body, apparently, but no known purpose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique, though it does need to be unique within the BODY template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| Can be disembowelled?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by [[wrestling]] (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for [[wrestling]] (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with [[wrestling]] to cause winding, unconsciousness, and eventual death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE?&lt;br /&gt;
* CIRCULATION?&lt;br /&gt;
* DIGIT?&lt;br /&gt;
* FLIER?&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS?&lt;br /&gt;
* HEAD?&lt;br /&gt;
* HEAR&lt;br /&gt;
* JOINT?&lt;br /&gt;
* LIMB?&lt;br /&gt;
* LOWERBODY?&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS?&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY?&lt;br /&gt;
&lt;br /&gt;
Entries suffixed with a question mark are untested and should not be considered final.  Entries with no question mark are tested and valid.&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34730</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34730"/>
		<updated>2008-01-21T07:33:26Z</updated>

		<summary type="html">&lt;p&gt;Flap: /* Body Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  An opening in the body, apparently, but no known purpose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique, though it does need to be unique within the BODY template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| Can be disembowelled?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by wrestling (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for wrestling (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with wrestling to cause winding, unconsciousness, and eventual death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE?&lt;br /&gt;
* CIRCULATION?&lt;br /&gt;
* DIGIT?&lt;br /&gt;
* FLIER?&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS?&lt;br /&gt;
* HEAD?&lt;br /&gt;
* HEAR&lt;br /&gt;
* JOINT?&lt;br /&gt;
* LIMB?&lt;br /&gt;
* LOWERBODY?&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS?&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY?&lt;br /&gt;
&lt;br /&gt;
Entries suffixed with a question mark are untested and should not be considered final.  Entries with no question mark are tested and valid.&lt;/div&gt;</summary>
		<author><name>Flap</name></author>
	</entry>
</feed>