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	<updated>2026-06-04T12:45:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=152865</id>
		<title>v0.31 Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=152865"/>
		<updated>2011-09-05T16:09:16Z</updated>

		<summary type="html">&lt;p&gt;Infinity WEAPON: /* Best Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Location==&lt;br /&gt;
According to the current info: &amp;quot;If an adamantine veins is located in an embark square, it will be in the center of this square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure this is true. I am currently on a 2x2 embark, and have located 2 adamantine veins. One is vertically centered between the NW and SW embark square, and the other is vertically centered between the NE and SE embark square. They are definitely not located in the center or their respective embark squares. --[[User:Telarin|Telarin]] 14:15, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infobox==&lt;br /&gt;
Uh oh!  I don't know what happened, but the stonelookup template got messed with here, when I used the Rater!  I never understood the Stonelookup template anyway, anyone know how to fix? --[[User:Aescula|Aescula]] 08:16, 26 May 2010 (UTC) (I know, an admin without knowledge of what happened, but...  Yeah.)&lt;br /&gt;
:Looks fine to me... --[[User:Quietust|Quietust]] 12:45, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Confirmation?==&lt;br /&gt;
I verified all things I added a while ago using reveal on several random embark locations, further I checked the values of material multipliers. Adamantine is magma proof, also tried that out. The other information is easily confirmed by screens. Should I add those? I reverted the edit, for the information is almost certainly correct. Just try it yourself.[[User:BBW|BBW]] 00:01, 2 April 2010 (UTC)&lt;br /&gt;
:In that case, my apologies.  I was misinformed. --[[User:Briess|Briess]] 00:23, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Down-stairs? ==&lt;br /&gt;
&lt;br /&gt;
Can down-stairs prevent the demons from getting though? --[[User:Tarran|Tarran]]&lt;br /&gt;
:Unlikely - even in 40d, down-stairs above open space were enough to let Spirits of Fire through. --[[User:Quietust|Quietust]] 23:34, 2 April 2010 (UTC)&lt;br /&gt;
::Well, I'm pretty sure clowns are now randomly generated, but even if you get lucky and none of them can fly, they can still barf webs/fire/radioactive elves/whatever up through the stairwell. I'd recommend a good, sturdy wall. --[[User:Mr Frog|Mr Frog]] 23:21, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Picture ==&lt;br /&gt;
&lt;br /&gt;
Really minor detail, but the image on the page is from 40d, which isn't really accurate for this version's article. Could someone take a similar screenie of the 0.31.01 [[magma sea]] pillars? I'd do it myself, but I've already found a pillar in my current fortress and I &amp;lt;b&amp;gt;really&amp;lt;/b&amp;gt; don't feel like probing around for another one (assuming there even IS another one in there). Sorry for nitpicking. --[[User:Mr Frog|Mr Frog]] 23:11, 3 April 2010 (UTC)&lt;br /&gt;
:The message is exactly the same, but I see what you're getting at - I'm going to leave that screenie but go find another of the pillars to insert a little later. --[[User:Retro|Retro]] 02:45, 4 April 2010 (UTC)&lt;br /&gt;
::Could that second image be a little larger in the original, and then get thumbed? Some detail is lost, and it'd be nice to see it &amp;quot;full size&amp;quot;, as an option (as is w/ the announcement image - but no detail was lost in that, natch.)&amp;lt;br /&amp;gt;Oh - and a quick footnote comment/explanation about how that image was achieved would be nice too - keeps newbies from going crazy w/ the vanilla game. --[[User:Albedo|Albedo]] 09:15, 4 April 2010 (UTC)&lt;br /&gt;
:::Absolutely; I didn't realize there was an auto-thumbnailing function thing until I had already shrunken it myself. I'll go and recapture the image and then add the relevant details on how it was done later tonight. --[[User:Retro|Retro]] 21:27, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best Weapons ==&lt;br /&gt;
The part of the article that says &amp;quot;and weapons and armor made from it are very likely among the best possible&amp;quot; is wrong, isn't it? I thought since the material re-write, adamantine made the worst weapons in the game due to their low weight, and thus low force of impact. At the very least, the make terrible hammers and maces now, don't they? --[[Special:Contributions/130.184.250.29|130.184.250.29]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
*They are still better than all the other materials (with the possible exception of slade) even due its low weight. Maybe its weapons aren't as strong as before but they are still better than steel.--[[User:Niggy|Niggy]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
** I thought I read somewhere that silver war hammers were ''way'' better than adamantine war hammers. --[[User:MarauderIIC|MarauderIIC]] 04:45, 9 October 2010 (UTC)&lt;br /&gt;
***Silver being very dense (or, denser than adamantine, anyway) this is very true. Silver makes great blunt weapons.[[User:Infinity WEAPON|Infinity WEAPON]] 16:09, 5 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Safe mining? ==&lt;br /&gt;
I just had an idea if you did not want to breach HFS, what if you just dig down to lower levels of the tube and carve fortifications? The only danger is ranged attacks from within. And you could be confident that those levels at and above are safe. --[[User:Tarran|Tarran]] 18:46, 13 April 2010 (UTC)&lt;br /&gt;
:The issue is that you don't know where HFS starts - even if you knew where it was, there's a chance that on the way there you'd accidentally pierce a hollow part of the tube and invoke Hell's wrath before you were prepared. If you carve fortifications into the adamantine walls, it only defends you against semi-molten rock. --[[User:Retro|Retro]] 18:51, 13 April 2010 (UTC)&lt;br /&gt;
:Given the actual layout, that could be infeasible - the actual wall around the tube is only 1 tile thick in most places, and the tube itself is usually surrounded either by semi-molten rock (which cannot be mined) or magma (which could be rather problematic to remove); thus, while you could certainly try to carve fortifications, there'd still be the problem of getting into a position from which to carve them. --[[User:Quietust|Quietust]] 18:53, 13 April 2010 (UTC)&lt;br /&gt;
::I'm Talking about tubes that extend past the magma sea, and it's not that much of a problem to dig around the whole vein level... Right?. --[[User:Tarran|Tarran]] 18:58, 13 April 2010 (UTC)&lt;br /&gt;
:::Not all of them actually extend that far beyond the magma, and it's entirely possible (and quite likely) that the hollow part will be within the magma or molten rock. --[[User:Quietust|Quietust]] 19:03, 13 April 2010 (UTC)&lt;br /&gt;
::::What I'm trying to say is that if you use fortifications then you could figure out which levels ''above'' the magma sea are safe, the levels at or below it still require military. --[[User:Tarran|Tarran]] 19:12, 13 April 2010 (UTC)&lt;br /&gt;
:::::Ah, I see - assumed you were talking about deeper levels. Well, that'd make sense for levels above the magma sea certainly, though I don't think it's that likely that above the sea you'd dig into HFS. Mildly practical but certainly no trouble. --[[User:Retro|Retro]] 21:23, 13 April 2010 (UTC)&lt;br /&gt;
::::::Did 7 embarks and used reveal on all 7 the hollow part started at equal or below the semi-molten rock layer each time. [[User:MLegion|MLegion]] 20:25, 11 July 2010 (UTC)&lt;br /&gt;
::::::With version 0.31.14 (but world generated in 0.31.13), I just ran inadvertantly into HFS while I was searching for magma :-(. No idea where the magma is, but surely the nasty stuff is there.--[[Special:Contributions/88.149.235.255|88.149.235.255]] 20:36, 30 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantite Thread ==&lt;br /&gt;
&lt;br /&gt;
Do Dwarves sutured with Adamantite thread have defensive bonuses? [[User:Ghosteh|Ghosteh]] 23:25, 27 June 2010 (UTC)&lt;br /&gt;
:the 30,000 dwarf buck man? [[User:Dangerous Beans|Dangerous Beans]] 07:05, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
&lt;br /&gt;
I verified that in 31.18 the adamantine thread and cloth can be in stored in previously empty bin and in individual spaces in the cloth pile without bins.&lt;/div&gt;</summary>
		<author><name>Infinity WEAPON</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=151566</id>
		<title>v0.31 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=151566"/>
		<updated>2011-07-21T05:30:43Z</updated>

		<summary type="html">&lt;p&gt;Infinity WEAPON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can/cannot be modded==&lt;br /&gt;
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
:Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --[[User:3|3]] 04:37, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding Liquids ==&lt;br /&gt;
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks.&lt;br /&gt;
--[[User:Rogue ork|rogue ork]] 16:47, 20 february 2011&lt;br /&gt;
&lt;br /&gt;
Water is hardcoded, so you can't mod it. --[[User:SpitefulFox|SpitefulFox]] 06:02, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks --[[User:Rogue ork|rogue ork]] 00:30, 25 february 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Am i correct in thinking the crafting recipes for things such as weapons are hardcoded? I couldn't find any reference to their material requirements in the obvious raw files - do all weapons require a single item of metal/whatever and a plank of wood? - Shortzo 03:23, 7 March 2011 (GMT +13)&lt;br /&gt;
&lt;br /&gt;
== Flying Civs ==&lt;br /&gt;
Is it possible to make a controllable civ who's members can fly in adventure and fortress mode? --[[User:HugoLuman|HugoLuman]] 03:07, 15 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple [CIV_CONTROLLABLE] Entities Issue ==&lt;br /&gt;
&lt;br /&gt;
If you have more than one Entity with the [CIV_CONTROLLABLE] tag, will they interact with your civ in Fortress Mode?&lt;br /&gt;
For example, would dwarves trade with you if you were playing as humans?&lt;br /&gt;
&lt;br /&gt;
== Adamantine Dwarves ==&lt;br /&gt;
I've been trying to make my dwarfs out of Adamantine, but I'm not sure how to do this. Anyone know how? --[[Special:Contributions/94.173.253.116|94.173.253.116]] 21:07, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Should solver your problems&lt;br /&gt;
&lt;br /&gt;
Place these in b_detail_plan_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS]&lt;br /&gt;
	[ADD_MATERIAL:ADAMANTINE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:FAT:FAT_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:BONE:BONE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:HEART:HEART_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:GUT:GUT_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
BODY_DETAIL_PLAN:COMPLEX_TISSUES]&lt;br /&gt;
	This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|&amp;lt;token&amp;gt;|&amp;lt;template&amp;gt;) in a creature definition.&lt;br /&gt;
	[ADD_TISSUE:ADAMANTINE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:FAT:FAT_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:BONE:BONE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:HEART:HEART_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:GUT:GUT_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this in tissue_template_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[TISSUE_TEMPLATE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[TISSUE_NAME:adamantine:NP&lt;br /&gt;
	[SCARS]&lt;br /&gt;
	[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
	[RELATIVE_THICKNESS:1]&lt;br /&gt;
	[HEALING_RATE:100]&lt;br /&gt;
	[VASCULAR]&lt;br /&gt;
	[THICKENS_ON_STRENGTH]&lt;br /&gt;
	[MUSCULAR]&lt;br /&gt;
	[STRUCTURAL]&lt;br /&gt;
	[FUNCTIONAL]&lt;br /&gt;
	[PAIN_RECEPTORS:5]&lt;br /&gt;
	[CONNECTS]&lt;br /&gt;
	[TISSUE_SHAPE:LAYER]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this in material_template_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[MATERIAL_TEMPLATE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
	[STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
	[STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
	[STATE_COLOR:LIQUID:GRAY]&lt;br /&gt;
	[STATE_NAME:LIQUID:n/a]&lt;br /&gt;
	[STATE_ADJ:LIQUID:n/a]&lt;br /&gt;
	[STATE_COLOR:GAS:GRAY]&lt;br /&gt;
	[STATE_NAME:GAS:n/a]&lt;br /&gt;
	[STATE_ADJ:GAS:n/a]&lt;br /&gt;
	[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
	[MATERIAL_VALUE:1]&lt;br /&gt;
	[SPEC_HEAT:450]&lt;br /&gt;
	[IGNITE_POINT:NONE]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[HEATDAM_POINT:NONE]&lt;br /&gt;
	[COLDDAM_POINT:NONE]&lt;br /&gt;
	[MAT_FIXED_TEMP:NONE]&lt;br /&gt;
	[SOLID_DENSITY:7850]&lt;br /&gt;
	[LIQUID_DENSITY:NONE]&lt;br /&gt;
	[MOLAR_MASS:55845]&lt;br /&gt;
	[IMPACT_YIELD:1080000]&lt;br /&gt;
	[IMPACT_FRACTURE:1080000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:1000]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1080000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:1080000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[TENSILE_YIELD:520000]&lt;br /&gt;
	[TENSILE_FRACTURE:860000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[TORSION_YIELD:520000]&lt;br /&gt;
	[TORSION_FRACTURE:860000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[SHEAR_YIELD:520000] used data for human skin&lt;br /&gt;
	[SHEAR_FRACTURE:860000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[BENDING_YIELD:520000]&lt;br /&gt;
	[BENDING_FRACTURE:860000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[MAX_EDGE:0]&lt;br /&gt;
	[ABSORPTION:100].&lt;br /&gt;
	[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
	[IMPLIES_ANIMAL_KILL]&lt;br /&gt;
	[ROTS]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally replace the body details in creature_standard_default.txt with&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:COMPLEX_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ADAMANTINE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You will need to offset them because i cant get it to look right.&lt;br /&gt;
&lt;br /&gt;
== Sub-castes? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create sub castes? As in say within the antmen to have a worker that is female and another based on the worker that is male? Just thinking of creating an overly complex race of different castes and hoping to get each caste to have males and females, or do I just need to declare them separately? --[[User:Egodeus|Egodeus]] 12:19, 21 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can use the USE_CASTE tag for that. It works as [USE_CASTE:NEW CASTE ID:BASE CASTE ID], after which you can place a new gender tag to overwrite the one in the base caste.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 14:09, 21 June 2011 (UTC)&lt;br /&gt;
::Thanks! THat helps a '''lot'''. --[[User:Egodeus|Egodeus]] 10:26, 27 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Increasing Spawn rate?==&lt;br /&gt;
&lt;br /&gt;
Is it possible to make a certain creature spawn more often? -[[User:Infinity WEAPON|Infinity WEAPON]] 05:30, 21 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Infinity WEAPON</name></author>
	</entry>
</feed>