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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jwoodward48</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jwoodward48"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Jwoodward48"/>
	<updated>2026-08-02T05:49:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Adamantine&amp;diff=224962</id>
		<title>DF2014 Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Adamantine&amp;diff=224962"/>
		<updated>2016-05-16T21:17:34Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: /* Outdated Lore */&lt;/p&gt;
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&lt;div&gt;==Outdated Lore==&lt;br /&gt;
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The lore regarding adamantine and semi-molten rock is very outdated. Vaults have not been a thing since v.0.34.11, and gods are actually implicit in the demons' escape. Anyone want to fix it? I'd do it, but I'm not good at lore alteration. [[User:Jwoodward48|Jwoodward48]] ([[User talk:Jwoodward48|talk]]) 21:17, 16 May 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Adamantine&amp;diff=224961</id>
		<title>DF2014 Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Adamantine&amp;diff=224961"/>
		<updated>2016-05-16T21:17:22Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: Created page with &amp;quot;==Outdated Lore==  The lore regarding adamantine and semi-molten rock is very outdated. Vaults have not been a thing since v.0.34.11, and gods are actually implicit in the dem...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Outdated Lore==&lt;br /&gt;
&lt;br /&gt;
The lore regarding adamantine and semi-molten rock is very outdated. Vaults have not been a thing since v.0.34.11, and gods are actually implicit in the demons' escape. Anyone want to fix it? I'd do it, but I'm not good at lore alteration.&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=223873</id>
		<title>Dwarf Fortress Wiki:Page request/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=223873"/>
		<updated>2016-03-02T00:05:41Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: /* Redirect requests */&lt;/p&gt;
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&lt;div&gt;{{page request header|List of page requests}}&lt;br /&gt;
:''This is a '''list''' of page requests. See [[DF:PR|this page]] for assistance with requesting a new page.''&lt;br /&gt;
== Recently created pages ==&lt;br /&gt;
{{Special:RecentChangesLinked/Template:Newpage|showlinkedto=1}}&lt;br /&gt;
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{{page request footer}}&lt;br /&gt;
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== Article requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
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* Request: I would like to create [[DF2014:Philosopher]] and [[DF2014:Sage]] because these are new scholar jobs in 42.xx [[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]]) 22:33, 28 January 2016 (UTC)&lt;br /&gt;
** Both are profession titles associated with scholars; I created them as redirects to [[DF2014:Scholar]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 04:08, 29 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[DF2014:Citizenship]] — here's one article on a new mechanic not currently covered by the wiki, we most definitely need to work on this. — [[Special:Contributions/94.19.200.59|94.19.200.59]] 20:39, 8 December 2015 (UTC)&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
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*[[Masterwork:Titanite]]: I can't find any information about Masterwork's Titanite, either from the wiki or Google.  After mining some, I can only cut it like gems.  Also need a to-do for this: build a crucible to determine if [[Masterwork:Titanium]] can be extracted from titanite. 1 Jan 2016&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
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*[[DF2014:Giant Firefly]]: Just found one in my latest save of 0.42.05, realized a page didn't exist. [[User:ArcaneMusic|ArcaneMusic]] ([[User talk:ArcaneMusic|talk]]) 22:07, 19 January 2016 (UTC)&lt;br /&gt;
** I just added a list of all the new creatures (probably contains some errors) on the talk pages of the [[graphic set]] and [[creature]] pages. Most of those probably need to be added as new pages too. In addition the page [[Back_bear_man]] should be deleted (mistyped b-L-ack bear man). In the future, it would be nice to have a script that simply goes through the creature raws and suggests new pages to be created for missing creature entries. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:12, 20 January 2016 (UTC)&lt;br /&gt;
***The admins have bots that can create the pages automatically. Part of the hold-up is that the wiki's raws haven't been updated, so new creature pages aren't able to &amp;quot;autofill&amp;quot; with the appropriate details from the raws (and we prefer not to enter all that information manually).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:38, 20 January 2016 (UTC)&lt;br /&gt;
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== Talk page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
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Request: Talk page for [[DF2012:Repeater]] [[Special:Contributions/68.6.123.36|68.6.123.36]] 03:38, 25 March 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 25 March 2014 (UTC)&lt;br /&gt;
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Masterwork_Talk:Guildhall [[Special:Contributions/68.46.84.117|68.46.84.117]] 14:02, 20 October 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:01, 20 October 2013 (UTC)&lt;br /&gt;
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Hello, would you be able to create a Talk page with the following question for me?:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do children born during fortress mode (or worldgen if you can find out) adopt the dieties of their friends/parents, or are they assigned a random diety? Is this with immediate effect from birth?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
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Josh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thank you! :)&lt;br /&gt;
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Hello, I'd like to open another talk/discussion page for &amp;quot;Size&amp;quot; (http://dwarffortresswiki.org/index.php/DF2012:Size) with the following question:&lt;br /&gt;
&lt;br /&gt;
Are there any combat benefits to SMALL dwarves?&lt;br /&gt;
&lt;br /&gt;
On one of the pages for an older version of DF it notes that large creatures like elephants have a hard time landing a hit on small creatures like cavies. Would this alleged bonus to-dodge and/or penalty to-hit modifier translate in any meaningul way for smaller dwarves?&lt;br /&gt;
:[[DF2012 talk:Size|Done]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 1 January 2014 (UTC)&lt;br /&gt;
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I'd like to open a talk page for [[DF2012_Talk:Relationships]] with the following note (two paragraphs):&lt;br /&gt;
&lt;br /&gt;
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The royalty section is inaccurate. I have a second-generation native-born dwarf in one of my fortresses who has a plentitude of aunts and uncles and listed maternal and paternal grandparents. I'm not sure why having those relationships is only noticed for royalty, but I think it's partially because shorter worlds mean smaller lineages and partially because most forts don't last long enough to see native-born children grow up, get married, and have children of their own. I really don't think there's any reason why extended family would be limited to royalty in any case.&lt;br /&gt;
&lt;br /&gt;
Anyway, I added parents to the Types section, and also grandparents because I hadn't noticed the Royalty section. I'd add Aunts/Uncles but I'm not sure where they fall in on the list, and baby Sarvesh doesn't have any cousins yet. &lt;br /&gt;
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Thank you! --[[User:Lielac|Lielac]] ([[User talk:Lielac|talk]]) 02:41, 24 January 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:37, 24 January 2014 (UTC)&lt;br /&gt;
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Hello, I feel that [[DF2012:World_generation]] should cover what goes into history simulation, as it is obviously different to simulation in fortress mode.&lt;br /&gt;
However, this is not a matter I am educated on. I would put this request on the page, but I cannot yet create a talk page.&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 22 April 2014 (UTC)&lt;br /&gt;
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== User page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (if you're NOT using {{upr|~~~}}, remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
{{upr|[[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|BillyJack]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|Sandbox]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:Theit8514|Theit8514]] ([[User talk:Theit8514|talk]])}}&lt;br /&gt;
:Created. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 30 June 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Mixtrak|Mixtrak]] ([[User talk:Mixtrak|talk]])}}&lt;br /&gt;
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== Redirect requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
*[[DF2014:Fun]] to [[DF2014:Losing]]&lt;br /&gt;
[[dfhack]], [[DFHack]] and [[DF2012:DFHack]] to [[Utility:DFHack]]. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:07, 7 August 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:48, 7 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Taming&amp;quot; should redirect to &amp;quot;DF2012:Tame&amp;quot; [[User:Latias1290|Latias1290]] ([[User talk:Latias1290|talk]]) 18:02, 27 August 2013 (UTC)&lt;br /&gt;
**[[DF2012:Tame]] is a redirect to [[DF2012:Animal trainer]]. Created [[Taming]] and [[DF2012:Taming]] as redirects. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:33, 27 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Gcs&amp;quot; should redirect to [[DF2014:Giant_cave_spider]]. [[Special:Contributions/199.60.104.18|199.60.104.18]] 19:00, 1 September 2015 (UTC)&lt;br /&gt;
:Done. Just do it yourself next time. Just create the page and add &amp;quot;#REDIRECT&amp;quot; followed by a space and the link to the page.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 22:19, 1 September 2015 (UTC)&lt;br /&gt;
::The reason this page exists is because anonymous users can't create pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:09, 4 September 2015 (UTC)&lt;br /&gt;
:::Oh, that makes sense. Should have figured that out on my own.&lt;br /&gt;
* [[DF2014:Combat log]] could redirect to [[DF2014:Reports]], I think it's the phrase new players will search for. [[User:Okdewit|Okdewit]] ([[User talk:Okdewit|talk]]) 18:58, 30 January 2016 (UTC)&lt;br /&gt;
**Done. [[User:Jwoodward48|Jwoodward48]] ([[User talk:Jwoodward48|talk]]) 00:05, 2 March 2016 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
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* Can someone include a discussion about how dwarfs choose which jobs/tasks to do if they have enabled multiple labors and there are jobs in multiple labors on the DF2012:Labor page?  Is it based on which job is created first?  Their skills / traits / attributes?  Which labor they are highest ranked or their titled profession?  This seems to be an issue in the LPs I've been watching early on when there are only the 7 starting dwarves, sometimes extending into the first migration.  I know a solution is to deactivate other labors, or use burrows, but I'm still curious how it works.  Thank you, [[Special:Contributions/108.243.77.185|108.243.77.185]] 03:08, 17 August 2013 (UTC)&lt;br /&gt;
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* Hello. I wanted to know how to make the tiles uniform for the ground. I'm sure to have read somewhere once that it was possible to change the tiles to be all &amp;quot;.&amp;quot; (I am currently searching for a Goblin Snatcher for a while now ^^). I searched for &amp;quot;ground&amp;quot; what has yielded me a link to above ground page. There was no link there. Could make one to the relevant article or indicate the settings to do please? [[Special:Contributions/31.164.176.33|31.164.176.33]] 20:04, 23 September 2013 (UTC)&lt;br /&gt;
** Done: [[Ground]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 23 September 2013 (UTC)&lt;br /&gt;
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* Hi, im new and just want to start translation of the wiki into german. im really into this game and i guess i still could learn a shitload of new stuff by doing this. AND there would maybe be more players around if and when i/we translate. not every german is fluent in english. -f4nt4sy [[User:F4nt4sy|F4nt4sy]] ([[User talk:F4nt4sy|talk]]) 15:01, 1 March 2014 (UTC)&lt;br /&gt;
:See [[DF:Centralized Discussion/Translating the wiki|here]]. It's been suggested before, but it's been hard to set something up on this wiki. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:22, 2 March 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Combat_log&amp;diff=223872</id>
		<title>DF2014:Combat log</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Combat_log&amp;diff=223872"/>
		<updated>2016-03-02T00:05:01Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: Redirected page to DF2014:Reports&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Reports]]&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Combat_log&amp;diff=223871</id>
		<title>DF2014:Combat log</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Combat_log&amp;diff=223871"/>
		<updated>2016-03-02T00:04:09Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: Created page with &amp;quot;#REDIRECT DF2014:Reports&amp;quot;&lt;/p&gt;
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&lt;div&gt;#REDIRECT DF2014:Reports&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Food&amp;diff=223844</id>
		<title>Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Food&amp;diff=223844"/>
		<updated>2016-03-01T18:33:47Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: &lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|01:05, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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Dwarves may be [[alcohol]]ics, but dwarf cannot live on drink alone; they also need '''food'''. Hungry dwarves are indicated by a flashing brown arrow. Unfed dwarves will progress from hunger to starvation and, ultimately, to death.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of Eating and Hunger ==&lt;br /&gt;
Dwarves require about 2 units of food each season. Dwarves that go without food will do the obvious: become increasingly hungry, work more slowly, become more and more unhappy, and eventually [[death|die]] of starvation. Hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is added to their expenses when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves will forgo food, drink, and [[sleep]] for a while to complete tasks they are currently performing; how long they will go on depends on their [[personality]], but dwarves will generally not endanger their lives to finish a job. Dwarves without a current job will perform these activities if they are even a little thirsty, hungry, or drowsy, and will only snap to &amp;quot;No job&amp;quot; once they have done so. The only task that can actually lead to death by preventing a dwarf from covering their vital necessities is a mother trying to find her [[children|infant]]{{verify}}.&lt;br /&gt;
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Dwarves who don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer &amp;quot;burn time&amp;quot; when exposed to [[fire]]. A dwarf's fat stores are depleting by the mere fact of existing, but this happens very slowly. As a dwarf becomes hungrier, they use up more fat, and will die when their reserves are completely exhausted. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, and leaves the player wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.&lt;br /&gt;
&lt;br /&gt;
Thirst, Hunger, and Drowsiness each increment by 1 during each game tick ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)'', possibly more if the dwarf is a mother carrying her child. When they reach certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
'''Hunger:'''&lt;br /&gt;
:* 40000 - dwarf starts considering getting something to eat (1/120 chance per tick) if idle&lt;br /&gt;
:* 45000 - dwarf decides to go get something to eat if idle&lt;br /&gt;
:* 50000 - dwarf starts flashing &amp;quot;[[Status icon|Hungry]]&amp;quot;&lt;br /&gt;
:* 65000 - dwarf gets an unhappy thought about being Hungry, cancels current :job to get something to eat&lt;br /&gt;
:* 75000 - dwarf starts flashing &amp;quot;[[Status icon|Starving]]&amp;quot;, begins hunting for vermin&lt;br /&gt;
:* 85000 - dwarf gets an unhappy thought about being Starving&lt;br /&gt;
:* 100000 - dwarf starts burning stored fat; when this is completely depleted, the dwarf dies of starvation&lt;br /&gt;
&lt;br /&gt;
'''Thirst:'''&lt;br /&gt;
:* 20000 - dwarf starts considering getting something to drink (1/120 chance per tick) if idle&lt;br /&gt;
:* 22000 - dwarf decides to go get something to drink if idle&lt;br /&gt;
:* 25000 - dwarf starts flashing &amp;quot;[[Status icon|Thirsty]]&amp;quot;&lt;br /&gt;
:* 35000 - dwarf gets an unhappy thought about being Thirsty, cancels current job to get something to drink&lt;br /&gt;
:* 50000 - dwarf starts flashing &amp;quot;[[Status icon|Dehydrated]]&amp;quot;&lt;br /&gt;
:* 60000 - dwarf gets an unhappy thought about being Dehydrated&lt;br /&gt;
:* 75000 - dwarf dies of thirst&lt;br /&gt;
&lt;br /&gt;
'''Drowsiness:'''&lt;br /&gt;
:* 50000 - dwarf starts considering going to bed (1/120 chance per tick) if idle&lt;br /&gt;
:* 54000 - dwarf decides to go to bed if idle&lt;br /&gt;
:* 57600 - dwarf starts flashing &amp;quot;[[Status icon|Drowsy]]&amp;quot;&lt;br /&gt;
:* 65000 - dwarf get an unhappy thought about being Tired&lt;br /&gt;
:* 150000 - dwarf starts flashing &amp;quot;[[Status icon|Very Drowsy]]&amp;quot;&lt;br /&gt;
:* 160000 - dwarf get an unhappy thought about being Exhausted&lt;br /&gt;
:* 200000 - dwarf goes insane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Completing an Eat/Drink job decreases the relevant counter by 50,000 (to a minimum of zero), though they may also decrement it additional times during the job's progress.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy Thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
There are a number of good and bad [[thoughts]] associated with food. Food cooked from or consisting of ingredients the dwarf [[preferences|likes]] will generate a happy thought. High quality food will improve this happy thought, making a good [[cook]] a valuable addition to the fort. &lt;br /&gt;
&lt;br /&gt;
Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] an easy way to bring up happiness.&lt;br /&gt;
&lt;br /&gt;
On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, more likely early in a fortress's life. For this reason, it is important to get your food industry running, to provide more of a selection to the dwarves. Additional food of most categories can also be purchased from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
== Food groups ==&lt;br /&gt;
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, with the 2 important groups being 'drink' and 'other' (includes prepared meals). Any sort of accurate count will require a [[bookkeeper]]. The same goes for the {{k|z}}-stocks screen that gives a fully detailed overview.&lt;br /&gt;
&lt;br /&gt;
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.&lt;br /&gt;
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate.  [[Vermin]] typically don't produce meat, with the exception of the [[creepy crawler]] which can be butchered.&lt;br /&gt;
*[[Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.&lt;br /&gt;
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] [[Egg_production#Egg-laying_Animals|egg-laying]] female animal will do so occasionally when allowed access to an unclaimed [[nest box]], including very exotic animals like [[alligator]]s and [[roc]]s. These eggs can then be cooked.&lt;br /&gt;
*[[Milk]] can be [[milking|milked]] from certain tame female animals, including more exotic ones like [[kangaroo]]s and [[tapir]]s. Milk can be cooked or processed into higher-value [[cheese]].&lt;br /&gt;
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be cooked or processed into [[mead]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that most food is subject to [[Miasma#Food_rot|rotting]] if not stored properly.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Thirst]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
*[[Egg production]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Food|*}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:D_for_dwarf&amp;diff=223843</id>
		<title>Template:D for dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:D_for_dwarf&amp;diff=223843"/>
		<updated>2016-03-01T18:25:50Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: fixed link&lt;/p&gt;
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&lt;div&gt;{| style=&amp;quot;border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; max-width:75%; margin-top: 0px; margin-bottom: 10px; margin-left:auto; margin-right:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article or section has been rated '''D for Dwarf'''.  It may include witty humour, not-so-witty humour, bad humour, in-jokes, and references to the [http://www.bay12forums.com/smf  Bay12 forums].  Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=223836</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=223836"/>
		<updated>2016-03-01T16:31:44Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: hypergrammarian edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:13, 7 November 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This is intended to be a guide to inform those new to DF modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[:Category:DF2014:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Token Reference ==&lt;br /&gt;
&lt;br /&gt;
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [http://dwarffortresswiki.org/index.php/Token here.]&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All the base data that can be edited by prospective modders can be found in the \raw\ folder. This folder contains two subfolders: &amp;quot;graphics&amp;quot; (where you insert [[Graphics set repository|graphics sets]]), and &amp;quot;objects&amp;quot;, which contains all the data for generally everything in the game that is not hardcoded.&lt;br /&gt;
&lt;br /&gt;
Within the \raw\objects folder are a large number of text files - these are the [[raw file|raw files]], and editing them is quite easy - you can also create your own if you wish. For now, take a look at one of the existing files. For example if you open creature_standard.txt it should look something like this:&lt;br /&gt;
&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file won't be parsed correctly by the game. You may have also noticed the file naming scheme - this is also important; files containing creatures have names starting with &amp;quot;creature_&amp;quot;, entity file names must begin with &amp;quot;entity_&amp;quot;, etc..&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, &amp;quot;[CREATURE:DWARF]&amp;quot;), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when adding objects. It makes removing mods far easier.&lt;br /&gt;
* When adding files, all you need to include to ensure proper references are maintained is the token identifier's.  The game will load up all *.txt in the raw folder, and searches through them by tokens.  For example: You can add a new pair of leather boots and not even have to add it to the item_shoes.txt file, but rather make your own file, say item_shoes_new.txt and ensure you have the token listed, ex. [ITEM_SHOES:ITEM_SHOES_BOOTS_NEW], that's how the game will look for the item.&lt;br /&gt;
* If you want to edit an already-existing creature, always back up the files you plan on editing to a different location. Since v0.31.22, the game no longer loads backup files, but duplicate entries are still a very bad thing.&lt;br /&gt;
* When a new world is generated, all the raw files get copied into a \raw\ folder within the applicable save folder. If you want to change something within a world that's already been generated, you'll have to edit those files, not the ones in ~DF\raw\objects.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities... which are coincidentally what we'll be talking about next.&lt;br /&gt;
&lt;br /&gt;
== Modding civilizations (entities) ==&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilizations work - are stored in entity_default.txt (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the &amp;quot;ENTITY:&amp;quot; identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[CREATURE:]&amp;quot; links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and will therefore be the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the &amp;quot;CREATURE:DWARF&amp;quot; entry in entity_default.txt with &amp;quot;CREATURE:ELF&amp;quot; and you would be marching elves around in fortress mode, although they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[TRANSLATION:]&amp;quot; defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[BIOME_SUPPORT:]&amp;quot; defines the biomes that civs will attempt to settle in. The &amp;quot;FREQUENCY&amp;quot; value determines the likelihood of them building there, but also raises an important point:  Most of the values you'll be setting for things are relative to each other. If one were to type:&lt;br /&gt;
&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[entity token|here]]. Besides those mentioned, some fundamental ones are the CIV_CONTROLLABLE token, which lets you control the civ in fortress mode, the INDIV_CONTROLLABLE token, which allows you to play the civ in adventure mode as an outsider, and the ADVENTURE_TIER token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the CIV_CONTROLLABLE token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the &amp;quot;neighbors&amp;quot; display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of &amp;quot;symbols&amp;quot;, collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little obfuscating at first, so I'll run through it. Let's refer to the DWARF entity:&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
Here we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then after words in the &amp;quot;VIOLENT&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the &amp;quot;REMAINING&amp;quot;) - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that the dwarf entity is told to cull all innapropriate symbols - this applies to everything (hence the &amp;quot;ALL&amp;quot;) so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note:  Any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. 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, or give them weapons that are too large to wield and they could sell them, but not use them. &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. Remember to always change the civ's &amp;quot;ENTITY:&amp;quot; identifier! This can be anything so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. You can change nearly any aspect of a creature or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
=== Creature materials and tissues ===&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of bodyparts. These parts are defined in their own file, and we'll talk about them later. As a specific aspect of how creatures work which throws off a lot of prospective modders is the relationship between bodyparts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):&lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the &amp;quot;BODY:&amp;quot; token, followed by a list of bodyparts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues. And those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by bodypart category (BY_CATEGORY), bodypart type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every bodypart). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all bodyparts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of bronze.&lt;br /&gt;
&lt;br /&gt;
By now you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded&amp;quot;. And you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
This is where body detail plans come in. Detail plans, of course, have their own file, and they are designed to help automate some of the more common processes in creature creation. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?&lt;br /&gt;
&lt;br /&gt;
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by muscle, ARG4 by bone, and ARG5 by CARTILAGE. Hence, our creature's bodypart designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We declare the body stuff normally:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
We then select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale. You can read more about that [[Temperature|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
=== Creature castes ===&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexual creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body stuctures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, item tokens don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
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;
 [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;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
&lt;br /&gt;
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually 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 is 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;
(Note that the name of the file doesn't actually matter; however, it's good form to name the file after a creature if only that creature speaks the language.)&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 of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. 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.&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:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
&lt;br /&gt;
The most important tokens are &amp;quot;CONTYPE&amp;quot; and &amp;quot;CON&amp;quot;: CONTYPE means the bodypart in question is connected to a certain ''type'' of bodypart, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the bodypart's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.&lt;br /&gt;
&lt;br /&gt;
A list of bodypart tokens can be found [[body token|here]].&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BODYGLOSS&amp;quot; entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via &amp;quot;[BODYGLOSS:CLAW_HAND]&amp;quot; and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
== Modding plants ==&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].&lt;br /&gt;
&lt;br /&gt;
Below is the [[plump helmet]] raw description:&lt;br /&gt;
&lt;br /&gt;
 [PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
 	[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[PICKED_TILE:161][PICKED_COLOR:6:13:0]&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
 &lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:142]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:28]&lt;br /&gt;
 	[SHRUB_COLOR:5:13:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:5:6:0]&lt;br /&gt;
&lt;br /&gt;
Let's look at this line by line:&amp;lt;br&amp;gt;&lt;br /&gt;
First, we define its file name. In this case it's MUSHROOM_HELMET_PLUMP. Next we define its in-game name (plump helmet) and its adjective for if you were to craft with it (e.g. plump helmet earrings).&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
&lt;br /&gt;
This defines the structure and material of the plant. It references STRUCTURAL_PLANT_TEMPLATE in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.&lt;br /&gt;
&lt;br /&gt;
After that we get our edible tokens. These say that vermin can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant vermin would leave alone, you'd remove the [EDIBLE_VERMIN] token.&lt;br /&gt;
&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
&lt;br /&gt;
Next, [PICKED_TILE:161] is the character (161 in this case) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested. It's in a foreground:background:brightness format. See [[color]] for the colors usable.&lt;br /&gt;
&lt;br /&gt;
 	[PICKED_TILE:161][PICKED_COLOR:6:13:0]&lt;br /&gt;
&lt;br /&gt;
[GROWDUR:300] is how long it takes for your crop to grow. There are 1008 growdur units in a season.&amp;lt;br&amp;gt;&lt;br /&gt;
[VALUE:2] Is the value of harvested plant (default 1). Appears to have no effect in version 0.31.&lt;br /&gt;
&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
&lt;br /&gt;
This defines the plant's alcohol states. [STATE_NAME_ADJ:ALL_SOLID:] is the frozen name, followed is the actual drink name, and then its boiling name. These are achieved by either Scorching or Freezing climates. [DISPLAY_COLOR] is, of course, color, and [EDIBLE_RAW] and [EDIBLE_COOKED] are saying you can drink the alcohol raw or cooked.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
&lt;br /&gt;
After that we get our seed template:&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
&lt;br /&gt;
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
And finally for the last chunk we have this:&lt;br /&gt;
&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:142]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:28]&lt;br /&gt;
 	[SHRUB_COLOR:5:13:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:5:6:0]&lt;br /&gt;
&lt;br /&gt;
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. [PREFSTRING:] is what your dwarves like about the plant, which in this case is the rounded tops. [WET][DRY] are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.&amp;lt;br&amp;gt;&lt;br /&gt;
[BIOME] Is what biome the plant grows in. [UNDERGROUND_DEPTH:Minimum:Maximum] Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, [SHRUB_TILE] is the character used for the naturally spawning shrub of this plant, [DEAD_SHRUB] is the dead shrub character. [SHRUB_COLOR] Is the shrub's color, and [DEAD_SHRUB_COLOR] is, of course, the dead shrub's color.&lt;br /&gt;
&lt;br /&gt;
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.&amp;lt;br&amp;gt;&lt;br /&gt;
For the rest of the tokens, see [[plant token]].&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&lt;br /&gt;
Workshops are raw-designed pretty differently from everything else in the game, being buildable structures rather than items or methods to gain items. However, they are fairly simple. For example, here's the raw for the [[soap maker's workshop]]:&lt;br /&gt;
&lt;br /&gt;
 [BUILDING_WORKSHOP:SOAP_MAKER]&lt;br /&gt;
 	[NAME:Soap Maker's Workshop]&lt;br /&gt;
 	[NAME_COLOR:7:0:1]&lt;br /&gt;
 	[DIM:3:3]&lt;br /&gt;
 	[WORK_LOCATION:2:2]&lt;br /&gt;
 	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
 	[BUILD_KEY:CUSTOM_SHIFT_S]&lt;br /&gt;
 	[BLOCK:1:0:0:1]&lt;br /&gt;
 	[BLOCK:2:0:0:1]&lt;br /&gt;
 	[BLOCK:3:0:0:0]&lt;br /&gt;
 	[TILE:0:1:' ':' ':150]&lt;br /&gt;
 	[TILE:0:2:' ':' ':'/']&lt;br /&gt;
 	[TILE:0:3:'-':' ':' ']&lt;br /&gt;
 	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	[COLOR:0:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
 	[TILE:1:1:' ':' ':'=']&lt;br /&gt;
 	[TILE:1:2:'-':' ':8]&lt;br /&gt;
 	[TILE:1:3:' ':' ':150]&lt;br /&gt;
 	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	[COLOR:1:2:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	[COLOR:1:3:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	[TILE:2:1:'-':' ':8]&lt;br /&gt;
 	[TILE:2:2:' ':' ':8]&lt;br /&gt;
 	[TILE:2:3:' ':150:' ']&lt;br /&gt;
 	[COLOR:2:1:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	[COLOR:2:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	[COLOR:2:3:0:0:0:6:0:0:0:0:0]&lt;br /&gt;
 	[TILE:3:1:150:' ':8]&lt;br /&gt;
 	[TILE:3:2:' ':' ':8]&lt;br /&gt;
 	[TILE:3:3:' ':240:' ']&lt;br /&gt;
 	[COLOR:3:1:6:0:0:0:0:0:6:7:0]&lt;br /&gt;
 	[COLOR:3:2:0:0:0:0:0:0:6:7:0]&lt;br /&gt;
 	[COLOR:3:3:0:0:0:7:0:1:0:0:0]&lt;br /&gt;
 	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
 	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
&lt;br /&gt;
A line-by-line breakdown:&lt;br /&gt;
&lt;br /&gt;
 	[NAME:Soap Maker's Workshop]&lt;br /&gt;
 	[NAME_COLOR:7:0:1]&lt;br /&gt;
&lt;br /&gt;
These are the name of the workshop (&amp;quot;Soap Maker's Workshop&amp;quot;) and [[color]] of the workshop's name when examined with 'q' (White with a black background).&lt;br /&gt;
&lt;br /&gt;
 	[DIM:3:3]&lt;br /&gt;
 	[WORK_LOCATION:2:2]&lt;br /&gt;
&lt;br /&gt;
DIM refers to how large the workshop will be, in this case 3 wide, 3 tall. WORK_LOCATION tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, 2:2, or the middle. Multiple work locations can be defined, even outside the dim.&lt;br /&gt;
&lt;br /&gt;
 	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
 	[BUILD_KEY:CUSTOM_SHIFT_S]&lt;br /&gt;
&lt;br /&gt;
These refer to the worker required to build it (soap maker) and the key used to build it in the workshop menu (capital S).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  	[BLOCK:1:0:0:1]&lt;br /&gt;
 	...&lt;br /&gt;
This is a bit more complex, and is where we get to the meaty part of workshop making--the tiles' properties. BLOCK refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The first number refers to row, and the next 3 refer to column, so 1:0:0:1 means that, on the first row, the first two tiles will be unblocked and the last will be blocked.&lt;br /&gt;
&lt;br /&gt;
 	[TILE:0:1:' ':' ':150]&lt;br /&gt;
 	...&lt;br /&gt;
The TILE token tells which tile will go where. note, however, that there are 5 entries here instead of 4. The first number, in this case, refers to build stage, numbered from 0 to 3; 3 or 1 is fully built (depending on whether there are stages), 0 is just placed, and 2 is always an intermediate stage, while 1 is usually an intermediate stage. Whether 1 is an intermediate stage or not depends on if there are a 2 and 3 stage; if 2 and 3 exist, 1 will be intermediate. The second number and beyond are similar to BLOCK; however, instead of 1s and 0s, you must input tiles. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up [[Tilesets|here]]. Here, we have 150, which is û.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
Color is as TILE, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. MAT refers to the color of the material used to make it; the 3 numbers refer to foreground:background:foreground brightness, and can be looked up [[Color|here]]. For example, 4:2:1 will give you bright red with a dark green background.&lt;br /&gt;
&lt;br /&gt;
 	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
 	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
These refer to items required to build the building. These are in the same format as [[Reaction|reaction reagents and products]]--quantity:[[Item token|item]]:[[Material token|material]]. You'll learn more about those on the article about [[Reaction|reactions]], though. The second BUILD_ITEM is special-- it uses modifiers exclusively to determine its requirements. BUILDMAT refers to wood logs, wood blocks, stone boulders, and stone blocks; WORTHLESS_STONE_ONLY means it can't use economic stone; CAN_USE_ARTIFACT means that it... can use artifacts. EMPTY, in the bucket's case, means that the bucket must be empty.&lt;br /&gt;
&lt;br /&gt;
More can be seen at the [[Building token|building tokens]] article.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
An in-depth guide for reactions is available [[Reactions|here]].&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as &amp;quot;inorganic&amp;quot;), which are (by default, at least) consigned purely to metal and stone types.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
The Hydling by Mysteryguye (annotated, updated and separated into blocks by Putnam)&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:HYDLING]&lt;br /&gt;
 	[DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]&lt;br /&gt;
 This is the description that shows up in-game when viewing the creature.&lt;br /&gt;
&lt;br /&gt;
 	[NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as &amp;quot;hydlings&amp;quot; in the neighbors screen.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE_NAME:hydling:hydlings:hydlish]&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green &amp;quot;=&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[PETVALUE:78][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_ROAMING] Will spawn outdoors, wandering around.&lt;br /&gt;
&lt;br /&gt;
 	[COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.&lt;br /&gt;
&lt;br /&gt;
 	[BONECARN] Can eat meat and bones only--no vegetables.&lt;br /&gt;
&lt;br /&gt;
 	[PREFSTRING:loyalty] Dwarves will like it for its loyalty.&lt;br /&gt;
&lt;br /&gt;
 	[LIKES_FIGHTING] Will attack rather than flee.&lt;br /&gt;
&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
&lt;br /&gt;
 Has a lower body, upper body, 4 legs, a tail, ten eyes, ten ears, five noses, two lungs, a heart, guts, a pancreas etc., and 5 heads with all that goes with those.&lt;br /&gt;
&lt;br /&gt;
 	[BODYGLOSS:PAW] Feet will be called &amp;quot;paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.&lt;br /&gt;
&lt;br /&gt;
 	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
&lt;br /&gt;
 	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.&lt;br /&gt;
&lt;br /&gt;
 	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
 	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
 		[TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what have you into their correct placement, so that you don't have people punching out eyes from behind.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...&lt;br /&gt;
 	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons&lt;br /&gt;
 	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] And ligaments can be defined.&lt;br /&gt;
&lt;br /&gt;
 	[HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.&lt;br /&gt;
 	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.&lt;br /&gt;
&lt;br /&gt;
 	[GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.&lt;br /&gt;
 	[GETS_INFECTIONS_FROM_ROT] And from necrosis.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.&lt;br /&gt;
 	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...&lt;br /&gt;
 	[BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...&lt;br /&gt;
 	[BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.&lt;br /&gt;
&lt;br /&gt;
 	[MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.&lt;br /&gt;
&lt;br /&gt;
 	[CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.&lt;br /&gt;
 		[CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as &amp;quot;Hurl fireball&amp;quot;.&lt;br /&gt;
 		[CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.&lt;br /&gt;
 		[CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.&lt;br /&gt;
 		[CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.&lt;br /&gt;
 		[CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.&lt;br /&gt;
 		[CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.&lt;br /&gt;
 		[CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...&lt;br /&gt;
 		[CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.&lt;br /&gt;
 		[ATTACK_SKILL:BITE] Attack uses the BITE skill.&lt;br /&gt;
 		[ATTACK_VERB:nom:noms] &amp;quot;The Hydling noms the Elf in the left first toe, tearing the muscle!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an EDGE attack.&lt;br /&gt;
 		[ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.&lt;br /&gt;
 		[ATTACK_FLAG_CANLATCH] Attack can latch.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.&lt;br /&gt;
                [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.&lt;br /&gt;
 		[ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.&lt;br /&gt;
 		[ATTACK_VERB:slice:slices] &amp;quot;You slice the Elf in the left foot and the severed part sails off in an arc!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Uses the whole nail.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] The whole nail goes in.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an edge attack.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
&lt;br /&gt;
 	[CHILD:1] Hydling will become an adult at 1 year old.&lt;br /&gt;
&lt;br /&gt;
 	[GENERAL_CHILD_NAME:hydie:hydies] Children will appear as &amp;quot;hydies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[DIURNAL] Is active during the daytime.&lt;br /&gt;
&lt;br /&gt;
 	[HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph&lt;br /&gt;
 	[SWIMS_INNATE]Swims innately.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:FEMALE] Defines a caste called FEMALE.&lt;br /&gt;
 		[FEMALE] FEMALE caste is female.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:MALE] As above, but with male.&lt;br /&gt;
 		[MALE] See above.&lt;br /&gt;
&lt;br /&gt;
= Modding utilities =&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=28829.0 A list of many mods and community-developed utilities]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[Category:v0.31:Guides]]&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kill_list&amp;diff=223835</id>
		<title>Kill list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kill_list&amp;diff=223835"/>
		<updated>2016-03-01T16:23:20Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: hypergrammarian edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|02:44, 15 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''kill''' is attributed to a dwarf when they deal the final killing blow to anything they are fighting. It's stored in a dwarf's '''kill list''', which details the name (if applicable), creature type (e.g. [[kobold]], [[lion]], etc.), and date of the kill. You can see the battle history of a dwarf by looking them up with {{k|u}}-{{k|v}}-{{k|k}} or {{k|v}}-{{k|z}}-{{k|k}}. If they do not have one, the option will not be available. [[Meat industry|Slaughter]]ing an animal does ''not'' count as a kill.&lt;br /&gt;
&lt;br /&gt;
It does not necessarily have to be a hostile creature; fortresses that get invaded by [[raven]]s may have several of their dwarves gain kill lists early on. Most dwarves lack any previous history of fighting when they immigrate to your fortress; however, a second wave potash maker may eventually gain a rather extensive list of murdered goblins during his time in your fortress. Note that [[vampire]]s will arrive at your fortress in disguise, and will not have their (usually extensive) kill list attached. You can still see how old and damned they are by looking them up in [[legends]] mode, once you figure out their true name.&lt;br /&gt;
&lt;br /&gt;
Weapons (and shields) have kill lists too; examine the weapons ({{k|v}}-{{k|i}}-{{k|v}} on a dwarf's person or {{k|t}}-{{k|v}} otherwise) and then press {{k|v}} to see its kill list. Weapons with a long kill list will eventually be promoted to semi-legendary status and appear on the {{k|L}}egendary artifacts screen, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
Dwarves who kill enough &amp;quot;notable&amp;quot; enemies will have special titles added to their [[name]]s, to the effect of &amp;quot;Urist McArcher the Leaves of Vengeance&amp;quot; (or &amp;quot;[[Main:Cacame Awemedinade|Cacame Apebalded the Immortal Onslaught]]&amp;quot;). This is independent of their being [[elite]] or not.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcement&amp;diff=223834</id>
		<title>Announcement</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcement&amp;diff=223834"/>
		<updated>2016-03-01T16:15:57Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: trained vs tame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|07:53, 3 July 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
An '''announcement''' is a message displayed at the bottom of the game screen used to indicate something important. Major announcements will pause gameplay and center the camera on the event in question, and game-changing ones will both do that and provide a framed message box presenting the event in question. The announcements list ({{k|a}}) lists all game announcements in dated order; some (but not all) can be {{k|z}}oomed to. Announcements are not to be confused with [[reports|{{k|r}}eports]], which detail combat results.&lt;br /&gt;
&lt;br /&gt;
== Controlling which announcements pause and recenter ==&lt;br /&gt;
{{main|announcements.txt}}&lt;br /&gt;
&lt;br /&gt;
You can control which types of announcements do and don't pause and/or recenter the game by editing the '''announcements.txt''' file, found at Dwarf Fortress/data/init/announcements.txt.  An announcement type containing '''P''' will pause when that announcement type is made, and one containing '''R''' will re-center when that announcement type is made.  For example,&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:P:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
means that the game will pause and recenter upon the announcement of migrants arriving.  You could change it to&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to cause the game to recenter on the arriving migrants, but to not pause the game.&lt;br /&gt;
&lt;br /&gt;
== Minor announcements ==&lt;br /&gt;
These are the simplest and most common announcements, and will flicker through the announcements window very quickly:&lt;br /&gt;
&lt;br /&gt;
* Job cancellation with a stated reason (building site submerged, item blocking site, dangerous terrain, needs rough picture jaspers, etc.), followed by a [[suspend|suspension]] notice if the job is [[furniture]] placement or building a [[construction]].  The [[standing orders]] menu ({{key|o}}) allows you to filter job cancellation spam, between none, some, most, and all (default is some).&lt;br /&gt;
&lt;br /&gt;
* ''Normal'' changes in [[weather]]: &amp;quot;It has started raining,&amp;quot; &amp;quot;The weather has cleared,&amp;quot; or &amp;quot;A snow storm has arrived.&amp;quot;&lt;br /&gt;
* Changes in [[season]]. In certain tropical biomes, a &amp;quot;wet/dry&amp;quot; message will be displayed in addition to a &amp;quot;spring/fall/etc.&amp;quot; message.&lt;br /&gt;
* Freakish rain in [[Surroundings|evil biomes.]]&lt;br /&gt;
* [[Creatures]] and [[dwarves]] (and apparently [[ghost]]s as well) [[age|growing up]] and progressing from baby to child to adult. Animals jump straight from babies to adults.&lt;br /&gt;
* The creation of [[quality|masterpieces]]. Can get quite annoying in mature fortresses, when the announcements will stack up the products of legendary dwarves.&lt;br /&gt;
* Striking new types of [[stone]]s, [[gem]]s, or [[ore]]s when [[mining]] (you don't want to dig through a [[vein]] of [[gold]] and fail to notice, do you?)&lt;br /&gt;
* Changes in [[profession]], for both civilian and [[military]] dwarves. The start of every month is usually marked by rotations within your militia and thus a bevy of messages of this type.&lt;br /&gt;
* When an animal is [[butcher's shop|slaughtered]] or a tame animal or dwarf struck down within view of other dwarves.&lt;br /&gt;
* Animals giving birth.&lt;br /&gt;
* Dwarves getting spooked by hostile creatures and cancelling their jobs. Interruptions by [[crow]]s are bothersome, interruptions by goblin crossbowmen extremely dangerous (and seldom survivable).&lt;br /&gt;
* The promotion of your humble abode to a [[baron]]y/[[count]]y/[[duke|duchy]].&lt;br /&gt;
* The raising of a [[ghost]].&lt;br /&gt;
* Putting a dwarf (and an associated ghost) to rest with a memorial [[slab]] or a [[coffin]].&lt;br /&gt;
* The announcement of the missing (after one week) or dead (after a dwarf sees their corpse) status of a dwarf or tame creature.&lt;br /&gt;
* Dwarves growing [[weapon#attachment|attached]] to their weapons or armor.&lt;br /&gt;
&lt;br /&gt;
==Major announcements==&lt;br /&gt;
These announcements are more important than minor announcements, and in addition to playing their message will pause the screen and zoom to the place of the event.&lt;br /&gt;
&lt;br /&gt;
* A [[animal training|trained]] creature going semi-wild (feral), the last stage before becoming wild again. Time to train your [[dragon]] again.&lt;br /&gt;
* The arrival of a [[caravan]]. Best to get ready for [[thief|thieves]] and [[ambush]]es as well.&lt;br /&gt;
* The arrival of the [[outpost liaison]], although this always happens at the same time as the arrival of the dwarven caravan.&lt;br /&gt;
* The arrival of [[migrants]].&lt;br /&gt;
* Uncovering of a [[thief]]. Quick, kill it!&lt;br /&gt;
* Uncovering an [[ambush]]. Very nasty if the dwarf in question is just a poor old [[wood cutter]] out doing his job.&lt;br /&gt;
* Discovering a [[gremlin]].&lt;br /&gt;
* A dwarf entering a [[strange mood]], claiming a workshop, setting to work, and either completing a [[legendary artifact]] or going [[insanity|insane]] in the attempt.  (Each step gets its own announcement.)&lt;br /&gt;
* The birth of a dwarven baby, closely followed by &amp;quot;Urist McMom cancels Everything: seeking Infant.&amp;quot;&lt;br /&gt;
* The arrival of the [[king]] or queen.&lt;br /&gt;
* The arrival of a [[semi-megabeast]].&lt;br /&gt;
* The appearance of a [[Weather#Evil weather|creeping cloud]] in [[Surroundings|evil biomes]].&lt;br /&gt;
&lt;br /&gt;
==Game-changing announcements==&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{spoil small|[[File:Eerie cavern.png|center|500px]]|An example of a game-changing announcement}}&lt;br /&gt;
These announcements pause the game, zoom to the location, ''and'' present a message box detailing the occurrence, in addition to repeating the message contained therein in the main feed after you close the box, for good measure. &lt;br /&gt;
* The creation of an [[artifact]], whether from a [[strange mood]] or from a [[soldier]] bestowing a name upon his/her equipment&lt;br /&gt;
* The arrival of a big bad: be it a [[megabeast]], [[titan]], [[forgotten beast]], transformed [[werebeast]], or the [[undead]]. The announcement will give their [[profile|description]].&lt;br /&gt;
* Discovering a [[cavern]] layer or the [[magma sea]]&lt;br /&gt;
* Discovering a [[deep pit]], [[magma pool]], or downward passage in a cavern.&lt;br /&gt;
* Discovering a pillar of [[adamantine]] - praise the miners!&lt;br /&gt;
* Discovering a [[demonic fortress|curious underground structure]]&lt;br /&gt;
* Discovering [[HFS]], and another message a frame later when its [[demon|inhabitants]] come up to meet you.  This is referred to as the &amp;quot;endgame&amp;quot; in the announcement file.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Ambush&amp;diff=223833</id>
		<title>DF2014 Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Ambush&amp;diff=223833"/>
		<updated>2016-03-01T16:08:09Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: Created page with &amp;quot;==Bug Fixed?== &amp;quot;Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bug Fixed?==&lt;br /&gt;
&amp;quot;Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a bug.&amp;quot; I thought that Toady fixed this. Does his fix apply to ambushes, and therefore this should be removed? [[User:Jwoodward48|Jwoodward48]] ([[User talk:Jwoodward48|talk]]) 16:08, 1 March 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Large_pot&amp;diff=223832</id>
		<title>Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Large_pot&amp;diff=223832"/>
		<updated>2016-03-01T13:37:55Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: hypergrammarian edits GALORE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:07, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Pots''', also known as '''large pots''', are containers that function much like [[barrel]]s, but can be made from materials other than wood or metal, such as stone, ceramic, and glass. Pots are also only 1/4 as heavy&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127471.msg4342164#msg4342164]&amp;lt;/sup&amp;gt; as barrels made from the same material, with the same capacity.&lt;br /&gt;
&lt;br /&gt;
This means '''pots are generally a better storage option than barrels''', saving the industry precious dwarf-hours by hauling faster due to lighter containers. Additionally, a metal barrel costs '''3''' bars, but a metal pot only '''1''', making metal barrels a vastly less attractive option.&lt;br /&gt;
&lt;br /&gt;
Note, however, that large pots cannot replace barrels in certain situations. Specifically, only barrels can contain lye, milk, and certain extracts. Some workshops also '''explicitly require''' a barrel for their construction.&lt;br /&gt;
&lt;br /&gt;
They can be made from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], [[ceramic]] at a [[kiln]], [[glass]] at a [[glass furnace]], [[wood]] at a [[craftsdwarf's workshop]], or [[metal]] at a [[metalsmith's forge]]. Pots made from stone, [[stoneware]], [[glass]], [[wood]], [[porcelain]], [[metal]], or [[glaze]]d [[earthenware]] are water-tight and can be used to store liquids, and even for [[brewing]]. Unglazed earthenware can only be used for storing dry items. Metal pots are made using the [[metalcrafting]] skill, as opposed to metal barrels, which use the [[blacksmithing]] skill. The game refers to these containers sometimes as &amp;quot;pot&amp;quot; and sometimes as &amp;quot;large pot&amp;quot; but there is no actual distinction. Pots are stored in the Large Pots/Food Storage section of the Furniture stockpile. Pots are visible on the haul-for-trade screen under Tools section. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Material Selection ==&lt;br /&gt;
As with other containers, several factors are relevant in choosing the proper material for making large pots. Namely, availability, value, fire/magma safety, vermin resistance, &amp;lt;s&amp;gt;hippie&amp;lt;/s&amp;gt; elf kosherness, and most importantly '''weight'''.&lt;br /&gt;
&lt;br /&gt;
But in the case of large pots, stones are typically used chiefly due to their abundance, especially for young outposts. Doing so will conserve wood (likely the only other economic choice) for tasks for which stones cannot be used, such as making beds, bins, bolts, crossbows, charcoal, wheelbarrows, cages, and many other items of various usefulness and importance.&lt;br /&gt;
&lt;br /&gt;
Unless, of course, the embark location has trees aplenty, making it viable to use wood for most everything, including pots, though this obviously requires a sufficient amount of woodcutters, wood crafters, axes, and contempt towards the &amp;lt;s&amp;gt;tree-huggers&amp;lt;/s&amp;gt; elves.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal pots cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a pot is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pots will not be used for processing [[sweet pod]]s into [[dwarven syrup]]. {{Bug|4356}}&lt;br /&gt;
* Dwarves will sometimes leave pots in furniture stockpile even when using them to store food. {{Bug|1833}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Large_pot&amp;diff=223831</id>
		<title>Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Large_pot&amp;diff=223831"/>
		<updated>2016-03-01T13:35:45Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: hypergrammarian edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:07, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Pots''', also known as '''large pots''', are containers that function much like [[barrel]]s, but can be made from materials other than wood or metal, such as stone, ceramic, and glass. Pots are also only 1/4 as heavy&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127471.msg4342164#msg4342164]&amp;lt;/sup&amp;gt; as barrels made from the same material, with the same capacity.&lt;br /&gt;
&lt;br /&gt;
This means '''pots are generally a better storage option than barrels''', saving the industry precious dwarf-hours by hauling faster due to lighter containers. Additionally, a metal barrel costs '''3''' bars, but a metal pot only '''1''', making metal barrels a vastly less attractive option.&lt;br /&gt;
&lt;br /&gt;
Note, however, that large pots cannot replace barrels in certain situations. Specifically, only barrels can contain lye, milk, and certain extracts. Some workshops also '''explicitly require''' a barrel for their construction.&lt;br /&gt;
&lt;br /&gt;
They can be made from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], [[ceramic]] at a [[kiln]], [[glass]] at a [[glass furnace]], [[wood]] at a [[craftsdwarf's workshop]], or [[metal]] at a [[metalsmith's forge]]. Pots made from stone, [[stoneware]], [[glass]], [[wood]], [[porcelain]], [[metal]], or [[glaze]]d [[earthenware]] are water-tight and can be used to store liquids, and even for [[brewing]]. Unglazed earthenware can only be used for storing dry items. Metal pots are made using the [[metalcrafting]] skill, as opposed to metal barrels, which use the [[blacksmithing]] skill. The game refers to these containers sometimes as &amp;quot;pot&amp;quot; and sometimes as &amp;quot;large pot&amp;quot; but there is no actual distinction. Pots are stored in the Large Pots/Food Storage section of the Furniture stockpile. Pots are visible on the haul-for-trade screen under Tools section. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Material Selection ==&lt;br /&gt;
As with other containers, several factors are relevant in choosing the proper material for making large pots. Namely, availability, value, fire/magma safety, vermin resistance, &amp;lt;s&amp;gt;hippie&amp;lt;/s&amp;gt; elf kosherness, and most importantly '''weight'''.&lt;br /&gt;
&lt;br /&gt;
But in the case of large pots, stones are typically used chiefly due to its abundance, especially for starting forts. Doing so will reserve wood (likely the only other economic choice) for tasks which stones cannot be used. Such as making beds, bins, bolts, crossbows, charcoal, wheelbarrows, cages, and many other items of various usefulness and importance.&lt;br /&gt;
&lt;br /&gt;
Unless of course, the embark location has trees aplenty, making it viable to use wood for most everything, including pots. Though obviously this requires a sufficient amount of&lt;br /&gt;
woodcutters, wood crafters, axes, and contempt towards the &amp;lt;s&amp;gt;tree-huggers&amp;lt;/s&amp;gt; elves.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal pots cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a pot is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pots will not be used for processing [[sweet pod]]s into [[dwarven syrup]]. {{Bug|4356}}&lt;br /&gt;
* Dwarves will sometimes leave pots in furniture stockpile even when using them to store food. {{Bug|1833}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Large_pot&amp;diff=223830</id>
		<title>Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Large_pot&amp;diff=223830"/>
		<updated>2016-03-01T13:34:53Z</updated>

		<summary type="html">&lt;p&gt;Jwoodward48: hypergrammarian edit&lt;/p&gt;
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&lt;div&gt;{{Quality|Fine|18:07, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
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{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Pots''', also known as '''large pots''', are containers that function much like [[barrel]]s, but can be made from materials other than wood or metal, such as stone, ceramic, and glass. Pots are also only 1/4 as heavy&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127471.msg4342164#msg4342164]&amp;lt;/sup&amp;gt; as barrels made from the same material, with the same capacity.&lt;br /&gt;
&lt;br /&gt;
This means '''pots are generally a better storage option than barrels''', saving the industry precious dwarf-hours by hauling faster due to lighter containers. Additionally, a metal barrel costs '''3''' bars, but a metal pot only '''1''', making metal barrels a vastly less attractive option.&lt;br /&gt;
&lt;br /&gt;
Note, however, that large pots cannot replace barrels in certain situations. Specifically, only barrels can contain lye, milk, and certain extracts. Some workshops also '''specifically require''' a barrel for their construction.&lt;br /&gt;
&lt;br /&gt;
They can be made from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], [[ceramic]] at a [[kiln]], [[glass]] at a [[glass furnace]], [[wood]] at a [[craftsdwarf's workshop]], or [[metal]] at a [[metalsmith's forge]]. Pots made from stone, [[stoneware]], [[glass]], [[wood]], [[porcelain]], [[metal]], or [[glaze]]d [[earthenware]] are water-tight and can be used to store liquids, and even for [[brewing]]. Unglazed earthenware can only be used for storing dry items. Metal pots are made using the [[metalcrafting]] skill, as opposed to metal barrels, which use the [[blacksmithing]] skill. The game refers to these containers sometimes as &amp;quot;pot&amp;quot; and sometimes as &amp;quot;large pot&amp;quot; but there is no actual distinction. Pots are stored in the Large Pots/Food Storage section of the Furniture stockpile. Pots are visible on the haul-for-trade screen under Tools section. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Material Selection ==&lt;br /&gt;
As with other containers, several factors are relevant in choosing the proper material for making large pots. Namely, availability, value, fire/magma safety, vermin resistance, &amp;lt;s&amp;gt;hippie&amp;lt;/s&amp;gt; elf kosherness, and most importantly '''weight'''.&lt;br /&gt;
&lt;br /&gt;
But in the case of large pots, stones are typically used chiefly due to its abundance, especially for starting forts. Doing so will reserve wood (likely the only other economic choice) for tasks which stones cannot be used. Such as making beds, bins, bolts, crossbows, charcoal, wheelbarrows, cages, and many other items of various usefulness and importance.&lt;br /&gt;
&lt;br /&gt;
Unless of course, the embark location has trees aplenty, making it viable to use wood for most everything, including pots. Though obviously this requires a sufficient amount of&lt;br /&gt;
woodcutters, wood crafters, axes, and contempt towards the &amp;lt;s&amp;gt;tree-huggers&amp;lt;/s&amp;gt; elves.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal pots cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a pot is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pots will not be used for processing [[sweet pod]]s into [[dwarven syrup]]. {{Bug|4356}}&lt;br /&gt;
* Dwarves will sometimes leave pots in furniture stockpile even when using them to store food. {{Bug|1833}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>Jwoodward48</name></author>
	</entry>
</feed>