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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gesangbaer</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-22T14:14:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Record_keeper&amp;diff=107896</id>
		<title>v0.31:Record keeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Record_keeper&amp;diff=107896"/>
		<updated>2010-05-10T00:37:58Z</updated>

		<summary type="html">&lt;p&gt;Gesangbaer: added to skills category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Record keeper allows for more accurate viewing of item stocks. A novice record keeper achieves low precision, a proficient record keeper achieves medium (after some training) and a talented achieves high.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Gesangbaer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29097</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29097"/>
		<updated>2009-09-08T23:49:03Z</updated>

		<summary type="html">&lt;p&gt;Gesangbaer: my first dragon experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== They go through magma ==&lt;br /&gt;
&lt;br /&gt;
a dragon walked through 3 tiles of magma channel and destroyed my fortress&lt;br /&gt;
&lt;br /&gt;
:Considering that vanilla dragons are specifically not immune to magma, I find this hard to believe. As such, I'm removing the comment on the page proper until someone can confirm this. kind of thing. Also, sign your comments.--[[User:Quil|Quil]] 14:52, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tameable? ==&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Disappointment ==&lt;br /&gt;
&lt;br /&gt;
I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
Got a dragon and it didn't seem to be able to path past my fortifications. I've had goblin sieges path just fine. Anyway, I sent out three elite wrestlers and they killed the dragon pretty quickly, without even getting bruised. --[[User:Gesangbaer|Gesangbaer]] 19:48, 8 September 2009 (EST) &lt;br /&gt;
&lt;br /&gt;
== Tiny? ==&lt;br /&gt;
&lt;br /&gt;
Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Burning items ...  ==&lt;br /&gt;
&lt;br /&gt;
IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
&lt;br /&gt;
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
&lt;br /&gt;
== They're [FANCIFUL]...? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
:::I have been led to believe that it is for creatures that everyone knows about, no matter what.  Everyone has heard of a dragon, even if only about 50 people have seen one. --[[User:Zchris13|Zchris13]] 20:01, 25 February 2009 (EST)&lt;br /&gt;
::::I'm gonna go out on a limb here and say that with the megabeasts they have the fanciful tag to *Prevent* them from being spawned after worldgen. As, all megabeasts are spawned at worldgen, not as they come to your fortress.[[User:Shardok|Shardok]] 23:00, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== After being tamed ==&lt;br /&gt;
&lt;br /&gt;
Will the defend themselves if they get attacked? I would love burning the bloody goblins who go after my dwarf families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning Injured? ==&lt;br /&gt;
&lt;br /&gt;
I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
&lt;br /&gt;
It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
&lt;br /&gt;
:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I've even seen this happen with civ leaders, I recently had a goblin elite marksman with his whole left leg gone siege me, he of course never advanced because he was always unconscious, but somehow he escaped two times. On the third time I finally got the sucker because he came in right beside my castle. -[[User:Jebraltix|Jebraltix]] 16:46, 18 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Footprints ==&lt;br /&gt;
&lt;br /&gt;
From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Krinkle posted:'''&lt;br /&gt;
&lt;br /&gt;
holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
&lt;br /&gt;
''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
&lt;br /&gt;
I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapped! ==&lt;br /&gt;
&lt;br /&gt;
I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
&lt;br /&gt;
== Bugged Dragon? ==&lt;br /&gt;
&lt;br /&gt;
I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
:Depends on random factors, I suppose.  When a dragon went after the chained horse surrounded by stonefall traps I keep outside, it was already nauseous by the time my military arrived to finish the job.  It can't have gone through more than three traps, more likely two.  I don't think I'll d trapfields again, they're just too appallingly effective. --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Given how early this dragon showed up, did you check to see if you had a cave on the map?  The dragon probably lives there and came out to investigate who was disturbing his land.  There at least used to be a bug that native creatures (start on the map) know where all the traps are - not sure if its still true. --[[User:Squirrelloid|Squirrelloid]] 19:22, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire too weak? ==&lt;br /&gt;
&lt;br /&gt;
Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
&lt;br /&gt;
I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still Relevant? ==&lt;br /&gt;
Those parts about training not working on murderous dragons, and especially about fire being inexplicably deadly, sound vaguely 2D.  Can anyone confirm the training issue still exists?  --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
:The training quirk is a problem with all tamed animals, not just dragons.  [[Fire]] is still outrageously deadly because the dwarven AI doesn't correctly understand being on fire, or why they should not touch things that are on fire.  So yes, this is all still relevant. --[[User:ThunderClaw|ThunderClaw]] 11:05, 14 January 2009 (EST)&lt;br /&gt;
The section could still do with a rewrite, though, considering that all dragons are named and not just those that have killed dwarves --[[User:Pushy|Pushy]] 10:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire and fortifications ==&lt;br /&gt;
Question: Will a breath dragonfire go through fortifications? Will it be blocked, or will the dragon be able to 'shoot' through it like marksmen? --[[User:Kami|Kami]] 05:03, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dungeon Master ==&lt;br /&gt;
I noticed when I tamed a captured dragon that the actual task of taming was performed by a normal animal trainer and not by my Dungeon Master. My Dungeon Master was alive and well at the time but is it possible that megabeast taming doesn't require one after all? --[[User:Paradigmlost|Paradigmlost]] 10:46, 12 February 2009 (EST)&lt;br /&gt;
:The DM must be at least on the map.  That is the only requirement.--[[User:Zchris13|Zchris13]] 20:05, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Fire Cross Z-Plane? ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if Dragons can shoot fire at an angle up or down?&lt;br /&gt;
--[[User:Yidda|Yidda]] 14:11, 27 March 2009 (UTC)&lt;br /&gt;
:Should be possible. It is a projectile. -- [[User:Zchris13|Zchris13]] 19:29, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon on embark ==&lt;br /&gt;
&lt;br /&gt;
In my recent fortress there was a dragon sitting in the valley as I embarked. Surely he was not the average &amp;quot;animal&amp;quot; lurking around, as there also was some digging done (a world-gen outpost then destroyed by the dragon?) and items littered. [[User:Matakuka|Matakuka]] 21:13, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:yes, either a cave or abandoned fort.&lt;br /&gt;
&lt;br /&gt;
== Limited Dragons ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for the number of dragons (or megabeasts in particular) to run out, as in there is a certain number of them and once they are all killed/captured, no more will come to your fort?--[[User:CrazyMcfobo|CrazyMcfobo]] 20:50, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quite so. Currently it's &amp;quot;standard&amp;quot; that they are all dead after worldgen already, sadly. Thats why you have the worldgen settings &amp;quot;stop worldgen when megabeast percentage X killed&amp;quot; and &amp;quot;check for megabeast percentage dead first in year X&amp;quot; --[[User:Confused|Confused]] 22:56, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragons Vulnerable to Dragon-fire ==&lt;br /&gt;
In the September 2008 version (***.40?) I've proven (quite tragically) that dragons are not invulnerable to dragon-fire.  Yes, it was quite sad actually, you see I had two prized tamed dragons in my goblin gladiator pit and so guess what happened.  Yep, you guessed it, dropped the goblin in and the two dragons accidentally fried each other.  They were both female dragons, so would you call this a heated cat fight or what?&lt;br /&gt;
&lt;br /&gt;
[[User:Gamli|Gamli]] 00:25, 24 July 2009 (PST)&lt;br /&gt;
&lt;br /&gt;
:Was it the dragonfire that did it, or the fire on the ground as a result of the dragonfire? [[User:Shardok|Shardok]] 23:18, 6 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Gesangbaer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16717</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16717"/>
		<updated>2009-08-18T18:03:20Z</updated>

		<summary type="html">&lt;p&gt;Gesangbaer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
== Tileset Installation Instructions ==&lt;br /&gt;
&lt;br /&gt;
I'm a new user and I had some trouble getting a graphics set installed. I discovered that DF will look at any file in the raw/graphics directory for instructions, even non-text files. I couldn't find any detailed information in the wiki on this stuff. Would this be the appropriate place to add this information? There should at least be a link from this to a more detailed page. --[[User:gesangbaer|gesangbaer]] 14:02, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
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==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
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== Some verifications ==&lt;br /&gt;
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There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
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== On stretching tiles ==&lt;br /&gt;
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Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
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:Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]?  Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability.  The scaling happens after the texture is made, so there is a proper blend between foreground and background colors.  After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --[[User:Corc|Corc]] 14:43, 16 August 2008 (EDT)&lt;br /&gt;
::nothing against that I guess if you know what you are doing.  Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.).  Nearest will preserve the contrast and details better for such textures.  Linear will probably cause all the pixel details to disappear.  But it all comes down to personal preference.  I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps.  -- [[User:Sphr|Sphr]] 01:03, 17 August 2008 (EDT)&lt;br /&gt;
:::Have you tried it? LINEAR and NEAREST look the same when no scaling is happening.  LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved.  Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--[[User:Corc|Corc]] 11:34, 17 August 2008 (EDT)&lt;br /&gt;
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== Window sizing (not stretching) ==&lt;br /&gt;
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I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;br /&gt;
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: First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. [[User:Surma|Surma]] 05:05, 16 August 2008 (EDT)&lt;br /&gt;
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: You may want to look at [[Custom grid]] which also has a link to a javascript calculator to help you compute the resolution you should use. -- [[User:Sphr|Sphr]] 09:50, 16 August 2008 (EDT)&lt;br /&gt;
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: Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to [[Custom grid]]. Most helpful. --[[user:Dakira|Dakira]] 15:34, 17AUG2008&lt;br /&gt;
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==C&amp;amp;P==&lt;br /&gt;
For if someone needs a copy&amp;amp;paste of good ol' CP347 (like me, for example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ☺☻♥♦♣♠•◘○◙♂♀♪♫☼&lt;br /&gt;
►◄↕‼¶§▬↨↑↓→←∟↔▲▼&lt;br /&gt;
 !&amp;quot;#$%&amp;amp;'()*+,-./&lt;br /&gt;
0123456789:;&amp;lt;=&amp;gt;?&lt;br /&gt;
@ABCDEFGHIJKLMNO&lt;br /&gt;
PQRSTUVWXYZ[\]^_&lt;br /&gt;
`abcdefghijklmno&lt;br /&gt;
pqrstuvwxyz{|}~⌂&lt;br /&gt;
ÇüéâäàåçêëèïîìÄÅ&lt;br /&gt;
ÉæÆôöòûùÿÖÜ¢£¥₧ƒ&lt;br /&gt;
áíóúñÑªº¿⌐¬½¼¡«»&lt;br /&gt;
░▒▓│┤╡╢╖╕╣║╗╝╜╛┐&lt;br /&gt;
└┴┬├─┼╞╟╚╔╩╦╠═╬╧&lt;br /&gt;
╨╤╥╙╘╒╓╫╪┘┌█▄▌▐▀&lt;br /&gt;
αßΓπΣσµτΦΘΩδ∞φε∩&lt;br /&gt;
≡±≥≤⌠⌡÷≈°∙·√ⁿ²■&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Jenn1|Jenni]] 19:28, 9 September 2008 (EDT)&lt;br /&gt;
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== Cleaning up the tileset list for easier reference ==&lt;br /&gt;
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I'm going to be cleaning up the tileset references here abit over the next day or so for easier reference.&lt;br /&gt;
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Starting by adding tile number referances next to the tiles themselves.&lt;br /&gt;
Saves some counting time when searching to replace the tile or search it out in raws.&lt;br /&gt;
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Speaking of saving time.&lt;br /&gt;
I've been using Depeche View to search through all the raws at once for [TILE:#] referances.&lt;br /&gt;
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Anyone have a better tool to suggest for the same job?&lt;br /&gt;
--[[User:Fain|Fain]] 03:07, 31 March 2009 (UTC)&lt;br /&gt;
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== Color Algorithm ==&lt;br /&gt;
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It is VERY VERY CLOSE to (mask * color) / 255 but not identical, and I'm racking my brains to try and figure out what causes that 1-value difference... --[[User:Corona688|Corona688]] 02:16, 14 July 2009 (UTC)&lt;br /&gt;
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:I attacked this problem at one point. See [[template:color]] for what I ended up with. IIRC, it was a match. [[User:VengefulDonut|VengefulDonut]] 04:29, 14 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Gesangbaer</name></author>
	</entry>
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