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		<title>Weapon</title>
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		<updated>2014-08-10T00:11:00Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Updated obsidian material values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional|21:11, 29 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
&lt;br /&gt;
A '''weapon''' in the sense described on this page is any object specifically designed to be wielded in the pursuit of bodily harm to others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords).&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
Weapons can be split in two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with. It is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons they tend to be expensive as trade goods. They may be worth using when they are product of a [[strange mood]] (see strange moods, below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
From another point of view there are four categories: slashing, piercing, crushing, and ranged.&lt;br /&gt;
&lt;br /&gt;
Slashing weapons, like [[short sword]]s and [[battle axe]]s, work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage.&lt;br /&gt;
&lt;br /&gt;
Piercing weapons, like [[spear]]s and [[pick]]s, work by concentrating their force at a point, allowing them to punch through armor and damage internal organs.  They often get stuck in the opponent, giving their wielder further leverage on the target. &lt;br /&gt;
&lt;br /&gt;
Crushing weapons, like [[war hammer]]s and [[mace]]s, work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - dwarves have a habit of breaking every bone in their opponent's body before finally landing a fatal head strike and moving on to the next target - but are the most effective weapons against large and heavily armored foes, and possibly against the [[undead]] as well.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons - [[crossbow]]s, [[bow]]s, and [[blowgun]]s - are effectively piercing weapons which work at a distance.  When used in melee combat as a bludgeon, crossbows produce blunt weapon damage instead.  Bows used in melee are treated like extremely weak swords.&lt;br /&gt;
&lt;br /&gt;
There exists one more kind of weapon: the so-called training weapon. Training weapons are all wooden, and are all made at the [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode.  They do little blunt impact damage, due to the poor [[material science|material properties]] of wood. Their primary purpose in fortress mode is to allow your dwarves to train before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].&lt;br /&gt;
&lt;br /&gt;
=== Types of targets ===&lt;br /&gt;
One can divide the types of foes you will meet into three categories. The first is organic and unarmored (or poorly armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated.&lt;br /&gt;
&lt;br /&gt;
The second is organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less effective blunt damage; the best damage against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower.&lt;br /&gt;
&lt;br /&gt;
The third and most dangerous types of enemies are inorganic enemies (or ones that [[Giant cave spider|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because they can chip at their foes until they collapse from cumulative damage.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shieldless, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼Steel Mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills{{verify}} with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant &amp;amp;mdash; a forgotten beast for instance. Only the last shot counts for the [[kill list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].&lt;br /&gt;
{{v0.31:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a moodable profession, which means that you can get [[artifact]] weapons. This is a bit of a mixed bag: although a legendary [[armorsmith]] would be more useful, it's certainly better than a legendary [[tanner]]. Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single trout bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[Wood cutter]]s use [[battle axe]]s (or wooden training axes), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are meant for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[battle axe|Battle Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] (foreign)&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[short sword|Short Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Spear]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted [[armor]], for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. &lt;br /&gt;
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.&lt;br /&gt;
* Dwarves will never select a pick for a weapon if allowed &amp;quot;individual choice.&amp;quot; You must specify picks as part of their uniform or on the individual equip screen if you wish to utilize them as weapons.&lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multigrasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit.  Do not equip two-handed swords with a shield, for instance.&lt;br /&gt;
&lt;br /&gt;
In Adventurer Mode, however, it is possible to wield a two-handed sword, or any multigrasp weapon in one hand, without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multigrasp weapon.  For example, if you create a Human character, and manage to spawn into a world with a &amp;quot;broad body&amp;quot; or a &amp;quot;tall body&amp;quot; in the character description, you will be able to single-hand any multigrasp weapon (and will be forced to, much like you are forced to single-hand any singlegrasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a singlegrasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[two-handed sword|2H Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], Goblin, Human, [[Kobold]]&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[great axe|Great Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Halberd]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Dagger]] (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[long sword|Long Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Multigrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Morningstar]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[pike (weapon)|Pike]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Scimitar]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Size==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this is currently bugged in Fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So Dwarves in Fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
The following table shows approximately how many dwarves ''should be'' able to use each weapon one or two handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.&lt;br /&gt;
&lt;br /&gt;
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[battle axe|Battle Axe]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Pick]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[short sword|Short Sword]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Spear]]&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49 &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[two-handed sword|2H Sword]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[great axe|Great Axe]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Halberd]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Dagger]] (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[long sword|Long Sword]]&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49 (0)&lt;br /&gt;
| 7/49 (18/49)&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Morningstar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[pike (weapon)|Pike]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scimitar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes= &amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as Artifact Weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
In regards to edged weaponry:  [[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).&lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of cork.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the silver war hammer {{version|0.31.12}}.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
There is a bug with melee weapon momentum that causes certain weapons to swing faster than they should do, giving them greater performance. This bug is based on the weight of the weapon, with weapons weighing just under a whole number getting the greatest benefit. Two major beneficiaries of this weight bug are copper whips and iron or steel picks.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic{{Bug|535}}&lt;br /&gt;
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Karl&amp;diff=47138</id>
		<title>User talk:Karl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Karl&amp;diff=47138"/>
		<updated>2009-04-01T04:48:03Z</updated>

		<summary type="html">&lt;p&gt;Karlito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Never put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;--[[User:Quil|Quil]] 00:18, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whoops, sorry. &amp;lt;.&amp;lt; I wasn't thinking. Good luck with it! [[User:Protactinium|Protactinium]] 00:22, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, you have the same first name as me.--[[User:Karlito|Karlito]] 04:48, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37492</id>
		<title>40d:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37492"/>
		<updated>2008-02-22T00:51:01Z</updated>

		<summary type="html">&lt;p&gt;Karlito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves can have relationships with each other. It's unknown what they are for.  The following is a list of known relationships:&lt;br /&gt;
*Passing Acquaintance  &lt;br /&gt;
*Long-term Acquaintance&lt;br /&gt;
*Friend&lt;br /&gt;
*Lover&lt;br /&gt;
*Grudge&lt;br /&gt;
*Spouse&lt;br /&gt;
*Child&lt;br /&gt;
*Deity&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
It is unknown whether skills such as conversationalist, intimidator, pacifier, comedian, negotiator, flatterer, consoler, persuader, or judge of intent play a role in relationships, but is suspected that dwarves with vastly different personalities (such as a confident, selfless person vs a nervous-but-arrogant one) will form grudges, while dwarves with similar personalities will form friendships.&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37490</id>
		<title>40d:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=37490"/>
		<updated>2008-02-19T01:34:49Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Added more relationships, all are present in my fort.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves can have relationships with each other. It's unknown what they are for.  The following is a list of known relationships:&lt;br /&gt;
*Passing Acquaintance  &lt;br /&gt;
*Long-term Acquaintance&lt;br /&gt;
*Friend&lt;br /&gt;
*Lover&lt;br /&gt;
*Grudge&lt;br /&gt;
*Spouse&lt;br /&gt;
*Child&lt;br /&gt;
*Deity&lt;br /&gt;
It is unknown whether skills such as conversationalist, intimidator, pacifier, comedian, negotiator, flatterer, consoler, persuader, or judge of intent play a role in relationships.&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30409</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30409"/>
		<updated>2008-01-28T08:13:24Z</updated>

		<summary type="html">&lt;p&gt;Karlito: /* Modding body parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [NAME:singular:plural:possessive]&lt;br /&gt;
     [TYP&amp;lt;nowiki&amp;gt;E_SE&amp;lt;/nowiki&amp;gt;TTLEMENT]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
The 'NAME:' field is pretty self-explanatory, and is used generally for text things like 'The Elven forest retreat' related to the civilization. Remember, this is NOT the creature that is associated with it, just the civ name. You could make yourself a Roman civilization with [NAME:roman:romans:roman], for example. &lt;br /&gt;
&lt;br /&gt;
The 'TYPE_SETTLEMENT' entry can be one of the following: MOUNTAIN_SETTLEMENTS, FOREST_SETTLEMENTS, PLAINS_SETTLEMENTS. This will have the effect of replacing civilizations that would normally go in that settlement: if you create an orc civ that lives on plains, then quite a lot of the human plains civs (but not all) will be replaced by orc cities (assuming you turn on some other tokens).&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are CIV_CONTROLLABLE, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and INDIV_CONTROLLABLE which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
NOTE: With version 32a and higher, if you use [NUISANCE] or [BABYSNATCHER] with older mods then you will get things like wyverns sneaking into your fort knocking everything over, as they're set buildingdestroyer. Just remove the line (nuisance, babysnatcher, sieger) entirely.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]]. &lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE token allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18421</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18421"/>
		<updated>2008-01-24T02:45:02Z</updated>

		<summary type="html">&lt;p&gt;Karlito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does triggering an upright spike with a lever make it retract? I am testing this now.&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding unsigned comment added by [[User:Jayjayjuhwetplane|Jayjayjuhwetplane]] ([[User talk:Jayjayjuhwetplane|talk]]•[[Special:Contributions/Jayjayjuhwetplane|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
RE Upright Spikes:  They're are only effective if something falls on them, right?  They don't slow and certainly don't hurt anything just walking through them?  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:35, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
editing info on pike trap according to info on this[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001777] topic&lt;br /&gt;
'' —Preceding unsigned comment added by [[User:Thatguyyaknow|Thatguyyaknow]] ([[User talk:Thatguyyaknow|talk]]•[[Special:Contributions/Thatguyyaknow|contribs]]) ''&lt;br /&gt;
&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34944</id>
		<title>Talk:Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34944"/>
		<updated>2008-01-15T17:15:22Z</updated>

		<summary type="html">&lt;p&gt;Karlito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How bout a category for future gods? [[User:Jikor|Jikor]] 07:23, 14 January 2008 (EST)&lt;br /&gt;
:Well, Lore would fit that fine, and future features would've been a good reason not to remove the category tag from Armok. --[[User:N9103|Edward]] 19:55, 14 January 2008 (EST)&lt;br /&gt;
==Does Armok represent the player?==&lt;br /&gt;
I haven't been around long enough to know about the earlier games, but has Armok ever shown up as an actual character in the games or remained an ambiguous entity in the background? --[[User:Jackard|Jackard]] 23:26, 14 January 2008 (EST)&lt;br /&gt;
:I believe all that has been revealed about him is in the full name of the games: Slaves to Armok, god of Blood.--[[User:Karlito|Karlito]] 12:15, 15 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29308</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29308"/>
		<updated>2008-01-07T23:25:50Z</updated>

		<summary type="html">&lt;p&gt;Karlito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Efficient_gameplay&amp;diff=32118</id>
		<title>40d:Efficient gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Efficient_gameplay&amp;diff=32118"/>
		<updated>2007-12-15T01:34:47Z</updated>

		<summary type="html">&lt;p&gt;Karlito: /* General tips and tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers ways to accomplish game tasks in fortress mode faster and with less effort.  The interface of Dwarf Fortress is in alpha, but - if you give it a little help - can become far less cumbersome then it appears at first glance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General tips and tricks==&lt;br /&gt;
* When dumping lots of objects, it often saves time to use the stocks menu instead of marking objects from the fortress view.&lt;br /&gt;
* The manager screen (type 'm' when viewing the job screen) is a good way to speed up workshop assignments.  Jobs are generated automatically until the task is complete.  Requires a manager with enough free time to authorize tasks.&lt;br /&gt;
* The designation menu and the actual selection of tiles are both mouse-capable, which is especially helpful when laying out fancy rooms and patterned designs.  Left-click designates a tile or chooses a new menu option; right-click moves the cursor.&lt;br /&gt;
&lt;br /&gt;
==External programs==&lt;br /&gt;
Players of DF have provided several utilities to help you manage your fortress and command your dwarves.  Once you start using aids like [[Utilities#Dwarf_Foreman|Dwarf Foreman]], you'll wonder how you ever managed to get by without.  Utilities are generally updated shortly after a new version appears.&lt;br /&gt;
[[Utilities|Utilities page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Macros and keymaps==&lt;br /&gt;
Dwarf Fortress has no internal macro/keymap system, but cooperates very well with an external utility called AutoHotKey.  Many keyboard-intensive tasks can be made less painful with a custom script.  [[Macros_and_Keymaps|Macros and keymaps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarven_wheat_flour&amp;diff=26820</id>
		<title>Dwarven wheat flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarven_wheat_flour&amp;diff=26820"/>
		<updated>2007-12-14T23:04:38Z</updated>

		<summary type="html">&lt;p&gt;Karlito: needs verification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarven wheat flour is processed from [[Cave wheat]] at a [[mill]] or [[quern]].  It can be used as an ingredient at the [[kitchen]] for [[cooking]].&lt;br /&gt;
&lt;br /&gt;
Value: 20&lt;br /&gt;
Amount per processing: 3{{Verify}}&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_wheat&amp;diff=14671</id>
		<title>40d:Cave wheat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_wheat&amp;diff=14671"/>
		<updated>2007-12-14T23:03:09Z</updated>

		<summary type="html">&lt;p&gt;Karlito: needs verification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the six known subterranean crops, as such may only be grown underground.&lt;br /&gt;
&lt;br /&gt;
Cave Wheat needs to be ground into [[Dwarven wheat flour]] at a [[mill]] or [[quern]] and cooked at the [[kitchen]] before it can be eaten.  Because of the many steps, cave wheat is one of the more high-yield crops (you get 3 flour for each wheat {{Verify}}).&lt;br /&gt;
Otherwise, they may be [[brewery|brewed]] into [[dwarven beer]].&lt;br /&gt;
&lt;br /&gt;
*Grow time: 500&lt;br /&gt;
*Value: 4&lt;br /&gt;
*Drink value: 2&lt;br /&gt;
*Mill product: [[Dwarven wheat flour]]. Value of 20.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;br /&gt;
[[Category:Indoor crops]]&lt;br /&gt;
[[Category:Summer crops]]&lt;br /&gt;
[[Category:Autumn crops]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7627</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7627"/>
		<updated>2007-12-13T23:59:42Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Added cave-in method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An aquifer is a subterranean layer of water-bearing rock or soil.  Attempts to mine through them will result in the mined-out squares immediately filling with water, effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in  loam, and sand, makes it difficult to find great quantities of stone in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[silt stone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from wood, especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to trade for stone and metals if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as [[sandstone]], it may be possible to tunnel down through deposits of [[ore]] such as [[magnetite]].  For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a [[Utilities|utility]] like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons.  The water from the aquifer is not pressurized and magma is chunky, so it is safe to dig channels in aquifer.  Though you will have to re-dig a lot of channels due to an element of chance, you can create a pool of magma on the aquifer z-level, and then pinch the pool off from the supply of magma with water.  When it cools (which you can hasten with more water) you can dig down through the middle of a 3x3 patch of obsidian without flooding.  With larger starting patches, you can dig through multiple levels of aquifer.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to pump the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this meathod to breach multiple z-levels.  Just make sure your room on the next level down has a minimum of room allowed for this design.  For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when nessessary, you only need one dry at a time), and building walls on the outer edges.  As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing.  As a note, pumps can't pump if you build a wall in the space they're pumping from, which is why it is nessessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting [[Wall|Walls]] and floors.&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your wall's building material of choice)&lt;br /&gt;
*1 [[Miner]] (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!)&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most blocks of ice on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermidiate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable.&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one biome, you may be able to dig down in one biome to bridge under an aquifer in another.  This won't work if the aquifer is present in all biomes, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area underground but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing wells a simpler task, as well as ensuring easy access to subterranean water supplies.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floor&amp;diff=12699</id>
		<title>40d:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floor&amp;diff=12699"/>
		<updated>2007-12-05T05:02:02Z</updated>

		<summary type="html">&lt;p&gt;Karlito: template fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floor''' is a [[map tile]] state that creatures can walk on. A floor is formed either naturally (as [[grass]] or soil the ground), by constructing walls (thus creating a floor on the level above) or by building a floor. Floors can be built on natural floors; this distinction is subtle but allows for 'paving'.&lt;br /&gt;
&lt;br /&gt;
Constructed floors:&lt;br /&gt;
* count as [[construction]]s and cannot have [[wall]]s built upon them&lt;br /&gt;
* can have other types of buildings built upon them, such as workshops&lt;br /&gt;
* can be muddied and farmed&lt;br /&gt;
&lt;br /&gt;
Floors enclose spaces making the tile below them [[inside]]. &lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Floors must be built up tile by tile using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|f}}. There is no way to build more than one at a time. Smoothing floors requires the [[Stone Detailing]] skill. Building a stone floor tile requires the [[Masonry]] skill. Building a wooden floor tile requires the [[Carpenter]] skill.&lt;br /&gt;
&lt;br /&gt;
== Deconstruction ==&lt;br /&gt;
Use caution when deconstructing floors as the dwarves will occasionally stand on them while removing them. This causes them to fall through to the next level down when they finish which can be quite dangerous. &lt;br /&gt;
If the floors created by the construction of a [[wall]] on a lower level are removed than the dwarf removing them will be stuck floating in the air until they are rebuilt. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
If you build a floodgate on top of the floor prior to deconstructing it, the dwarf will not be able to stand on the tile while removing the floor, thus preventing them from plummeting to their doom. If you then remove the floodgate, the item that the floor was built with (say, a stone) will fall down through the hole. Alternatively it is possible to tunnel one z-level down and build a bridge out under the floors to be deconstructed, your dwarve will survive and the bridge can then be deconstructed safely.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Digging]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floor_hatch&amp;diff=3656</id>
		<title>40d:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floor_hatch&amp;diff=3656"/>
		<updated>2007-12-05T05:01:22Z</updated>

		<summary type="html">&lt;p&gt;Karlito: template fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires a [[hatch cover]].&lt;br /&gt;
&lt;br /&gt;
A Floor Hatch is [[door]] based on the Z-axis. When you create a stairway between two floors (both an upwards staircase on the lower floor and a downwards staircase on the upper floor) the Floor Hatch, when put on the upper floor staircase, acts like a door. If you lock it, the dwarves will not use that staircase. A closed floor hatch will block the passage of fluids onto the lower floor, and will stop falling creatures. They can also be used on ramps.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Floor Hatches could possibly have another use:&lt;br /&gt;
*Trap doors when hooked to pressure plates?&lt;br /&gt;
*For use over pits and ponds?&lt;br /&gt;
*Preventing water and magma from flowing down stairs or ramps - useful for aquifer levels&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
Testing shows that in a nutshell:&lt;br /&gt;
*Two Floor Hatches (one on each staircase going up and down) is ineffective. You only need to put one on top.&lt;br /&gt;
*They work just like doors. Only more Z-axisey.&lt;br /&gt;
*The hatch will be flashing&lt;br /&gt;
*A dwarf falling down a multiple floor stairway will be stopped by a closed floor hatch.&lt;br /&gt;
&lt;br /&gt;
More testing is required.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3193</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3193"/>
		<updated>2007-12-05T05:00:40Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Templat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with furniture from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Seat]]&lt;br /&gt;
* [[Burial receptacle]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Floor hatch]]&lt;br /&gt;
* Wall [[grate]]&lt;br /&gt;
* Floor [[grate]]&lt;br /&gt;
* Vertical [[bars]]&lt;br /&gt;
* Floor [[bars]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* Paved [[road]]&lt;br /&gt;
* Dirt [[road]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Siege engine]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* Glass [[window]]&lt;br /&gt;
* Gem [[window]]&lt;br /&gt;
* [[Construction|Wall/floor/stairs]]&lt;br /&gt;
* [[Trade depot]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
* [[Lever]]&lt;br /&gt;
* [[Machine component]]s&lt;br /&gt;
* [[Support]]&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Restraint]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Archery target]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1586</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1586"/>
		<updated>2007-12-05T05:00:10Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Template fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels. Unlike a [[stair]] ramps have no 'top', they only have a bottom. The tile above a ramp must be clear for it to operate. Ramps are less useful in construction then stairs because they do not provide access to adjacent tiles on the floor above them. Ramps are the only way that [[wagon]]s can move between levels in order to access your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials - ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to construct ramps. The first is to carve them into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, and ice as a building material. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging ramps upwards is not much use unless the tile directly above is empty and there access to the side. You may want to use a [[stair]] instead.&lt;br /&gt;
* Digging a ramp uses the material in the tile you created, and the colour.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11930</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11930"/>
		<updated>2007-12-05T04:59:27Z</updated>

		<summary type="html">&lt;p&gt;Karlito: template fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Floodgates are objects that regulate the flow of fluids. A [[wood]], [[stone]] or [[metal]] floodgate will suffice for [[water]] flow, but only materials with a high melting point such as [[steel]] will hold back magma. Floodgates can be linked up to [[lever]]s or [[pressure plate]]s to create [[farm]]s, a water source or as a defense against invaders. An open floodgate can be walked through, a closed one can not.&lt;br /&gt;
&lt;br /&gt;
Steel floodgates are essentially &amp;quot;one-use only&amp;quot; because the magma will melt the stone mechanism, thus breaking the open/close trigger. This does not appear to take place if you use [[Magma-safe_materials|bauxite or raw adamantine]] mechanisms.&lt;br /&gt;
&lt;br /&gt;
If there is no roof above your floodgate and there is a water source from a higher elevation, the water might spill over it.&lt;br /&gt;
&lt;br /&gt;
In the new version, floodgates are almost like [[door]]s with the 'Forbidden' option set at all times.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17592</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17592"/>
		<updated>2007-12-05T04:55:38Z</updated>

		<summary type="html">&lt;p&gt;Karlito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17591</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17591"/>
		<updated>2007-12-05T04:55:09Z</updated>

		<summary type="html">&lt;p&gt;Karlito: RE:Types of sand for glassmaking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Friend&amp;diff=30906</id>
		<title>40d:Friend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Friend&amp;diff=30906"/>
		<updated>2007-12-05T04:53:11Z</updated>

		<summary type="html">&lt;p&gt;Karlito: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will sometimes make friends, and this gives them a happy [[thought]]. Be warned though, that although they get happy thoughts from making friends and talking with them, they will be come quite sad if their friend dies. This can lead to fort-wide morale problems after a death or series of deaths.&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=22301</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=22301"/>
		<updated>2007-12-05T04:51:29Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Removed false information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #070&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = Hunter&lt;br /&gt;
| profession = Ranger&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
Dwarves assigned to hunt automatically use the '''ambusher''' skill while hunting outside of the fortress, allowing them to sneak silently upon their prey.  Dwarves using the ambush skill move [[Speed|slower]], but cannot be seen by enemies.&lt;br /&gt;
&lt;br /&gt;
As an ambusher gets closer to his prey, there is a greater and greater chance he will be spotted and stop ambushing.  The ambusher's chances improve as her skill improves.&lt;br /&gt;
&lt;br /&gt;
[[Immigration|Immigrating]] hunter dwarves start with this skill. They come equipped with a set of [[armor|mixed chain and leather armor]], a full stack of [[Bolts|metal bolts]], and a [[Crossbow|crossbow]]. Starting dwarves with this skill get free leather armor (and perhaps a steel cap if they're skilled or proficient).&lt;br /&gt;
&lt;br /&gt;
In [[Adventure Mode|adventure mode]], ambusher is skilled up by {{key|S}}neaking and walking about.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile creatures not to attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of experience in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.&lt;br /&gt;
[[Category:Jobs]][[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13298</id>
		<title>40d:Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13298"/>
		<updated>2007-12-03T06:09:23Z</updated>

		<summary type="html">&lt;p&gt;Karlito: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''outpost liaison''' is a diplomat sent by the Mountainhomes. They arrive together with the dwarven [[caravan]] sometime during the [[calendar|autumn]], escorted by an [[axedwarf]].&lt;br /&gt;
&lt;br /&gt;
The outpost liaison will offer to let you order specific goods from the Mountainhomes that will be sent with the caravan the next autumn. They will only talk with your [[expedition leader]]; if your leader is dead, then you must assign a new one before the liaison arrives or he will leave without a [[meeting]].&lt;br /&gt;
&lt;br /&gt;
To conduct a meeting with the liaison, your expedition leader must be available. If he is busy, the liaison will remain in the fortress for a long time and can become insane. To avoid this, after trading with the caravan, uncheck any job assignment the expedition leader has, and he will become available to do the meeting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22237</id>
		<title>40d Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22237"/>
		<updated>2007-12-03T06:07:11Z</updated>

		<summary type="html">&lt;p&gt;Karlito: RE:RE:/* How Long is a Year? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Calendar'' isn't even a term used in DF; what makes you think it should be highlighted in '''bold''' and be the redirect for '''season'''? I'm being picky, but why would anyone -search- for calendar? I'd argue this is a meta information page (guide?) that which doesn't deserve a direct search term. (In opposition to Season being Redirected here). Thoughts? --[[User:Markavian|Markavian]] 14:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Not to rain molten death on your rant, but my game actually says: &amp;quot;Autumn has arrived on the calender.&amp;quot; as the season changes. So it is used in the game. But this only happens when your region also has dry and wet seasons. Not all have these, so some use the old system of reporting the seasons. This is a bit unclear, and I only figured it out after someone discussed this, and then it happend to me. So what terminoligy the game uses depends on your [edit]strike this: 'version'[/edit] type of map, such as desert or ice. --[[User:Soyweiser|Soyweiser]] 15:01, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Depend of the version? I'm not sure I really understand what that mean, but if it's not in use in the new version then it should not be done here. There is an archived wiki for the older version... --[[User:Eagle of Fire|Eagle of Fire]] 16:24, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I meant the version of the map you are playing on. Of course I'm talking about the newest version of the game. Sorry for the confusion. But I meant the type of the map you are playing on instaid of version.  --[[User:Soyweiser|Soyweiser]] 17:18, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;...has arrived on the calender&amp;quot; is used to differentiate calendar seasons from local seasonal patterns (i.e. &amp;quot;summer&amp;quot; and &amp;quot;winter&amp;quot; don't mean much in a desert, &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; season mean everything). It is used in the current version, and I think anyone wishing to know about the dates and months would search for &amp;quot;calendar&amp;quot;. That's what I searched for. The word &amp;quot;season&amp;quot; doesn't cover things like names of the months and length of the year. [[Season]] could have it's own article or not, but calander should stay, IMO. --[[User:Turgid Bolk|Turgid Bolk]] 16:35, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: ''Yay for molten death, and healthy discussion.'' I like the coloured table of seasons, the content of the article is good. I did not know about the &amp;quot;Autumn has arrived on the calender&amp;quot; type messages, that should definitely be added if its a fact. I suppose the question is; how would separate Calendar and Season pages differ? If they don't differ enough, then they should stay merged. I think 'farming' is the more useful topic for seasons, I would like to see a short definition of 'A season' and 'Farming seasons' on a season page, with a healthy pointer to this Calendar page for more information about the dwarven year. At least there would be a definition for 'Season' which I feel is missing from the Calendar page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== How Long is a Year? ==&lt;br /&gt;
&lt;br /&gt;
Time seems to pass more slowly in the new version, even with the same frame rate, so the number of frames/ticks per day must have increased.  Has anyone yet bothered to measure the duration of a day?  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:41, 13 November 2007 (EST)&lt;br /&gt;
:My own personnal guess would be to blame the greatly increased pathing calculation that the game need to do now that we can span the game over several levels. Not only does the game have to make calculation for your dwarves, but if there is some kind of chasm (I have one in my current fortress) it also need to calculate their pathing and AI behavior too. Not to talk about wilderness animals. Add to that weather (which can also have to be calculated on a nonfixed area, which mean it can be greater than the last version), water flow calculation (very well made but ought to take a little weight on the CPU), etc... --[[User:Eagle of Fire|Eagle of Fire]] 23:16, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The number 100,800 is used all over the place in the game code, in various time-related uses.  I ''think'' it's the length of a month in game ticks.  Unfortunately for this idea, the number 12*100,800 does not occur at all in the game code.  It's possible, then, that 100,800 is the number of, call them tocks, that are in a game year, with an unknown ratio between ticks and tocks.  So that's not much help.  Anyway, it is suggestive that 100800 is divisible by (12*28).  Is it really possible that there are only 300 ticks in a day?  I don't think so.  More info as I discover it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 19 November 2007 (EST)&lt;br /&gt;
::I had read on the forums that one day is 1200 ticks.  100800/1200 = 84 which is how many days there are in a season.  So 100800 would be the number of ticks(frames) in a season --[[User:Karlito|Karlito]] 01:07, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Wood_FAQ&amp;diff=29636</id>
		<title>Template:Wood FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Wood_FAQ&amp;diff=29636"/>
		<updated>2007-12-03T06:00:55Z</updated>

		<summary type="html">&lt;p&gt;Karlito: changed the Where can I get wood? link to wood since we're deleting the other page apparently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question you need to scroll down to the bottom of this page and edit in TWO lines of code in the indicated spot. The 2 lines should be:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
The first line of code starts a new line of writing within the table, the second puts your question in and the [[ ]] make the question have it's own page for answering. Go ahead and scroll down now.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #ffae88; border: 1px solid #804000; border-left-color:#ff8040; border-top-color:#ff8040; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #c06020; border: 1px solid #804000; border-left-color:#ff8040; border-top-color:#ff8040; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Wood FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Do I really need wood?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood|Where can I get wood?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower-cap|How do I build an underground tree farm?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Wood_FAQ|Add a question to the Wood FAQ}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Wood]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambusher&amp;diff=30625</id>
		<title>40d Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambusher&amp;diff=30625"/>
		<updated>2007-12-03T05:55:44Z</updated>

		<summary type="html">&lt;p&gt;Karlito: RE: Unconscious Spotters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unconscious spotters? ==&lt;br /&gt;
&lt;br /&gt;
The article states that you can be seen by an unconscious creature when standing next to it, yet I always get back into sneak mode as soon as I get an enemy unconscious, and it always has worked, as did passing right next to an unconscious creature. Never got a chance to gouge out eyes in the new version, but in the old DF, I could start sneaking very close to a cyclops, about three tiles, maybe two, which is more than close enough for him to normally see you and prevent you from sneaking. I'd like someone to confirm this, but I'm fairly certain the part about unconscious creatures is false. --[[User:Ryke Masters|Ryke Masters]] 20:45, 2 December 2007 (EST)&lt;br /&gt;
:Yeah, I'm pretty sure that statement is false.  I'll remove it in a day unless anyone thinks it true. --[[User:Karlito|Karlito]] 00:55, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9674</id>
		<title>40d Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9674"/>
		<updated>2007-12-03T01:14:07Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Picky Elves?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of my founding 7 dwarves got a mood.  after acquiring one each of 3 of the 4 things he screamed for, he needed only &amp;quot;rough gems&amp;quot;.  He asked for crystal glass: I made it for him and he acquired it.  He got the rock and wood(?) on his own, leaving only the &amp;quot;rough gems&amp;quot;... however, he just sat there screaming for them.  I assumed he wanted gems I didn't have at this point, and In a moment of frustration decided to backup the save and abuse the reaction system to produce /all/ the gems.  however, producing 3 each of all rough gems, (and large gems, and cut gems, and gem blocks), he still just sits there screaming.  I'm wondering if there may be a bug where a dwarf wants something that doesn't actually exist, either that or he didn't notice the gems sitting in the stockpile.  Either way, it seems buggy.  I'm open to suggestions.  FWIW, the jeweler's workshop can see the rough gems to cut them. :(&lt;br /&gt;
--[[User:Vaevictus|Vae]] 08:00, 27 November 2007 (EDT)&lt;br /&gt;
:There was a temporary workaround mentioned on the forums. If you have a save before that dwarf went for the glass - forbid all your green, clear and crystal glass, get some gems, wait for that dwarf to haul all gems and then reclaim the glass. I wonder if forbidding the already hauled glass via {{K|t}}, scroll down,{{K|f}} can have any effect? (it works with built beds and wells) --[[User:Another|Another]] 08:22, 27 November 2007 (EST) &lt;br /&gt;
:: does that mean it was the fact that he couldn't find any of the remaining items that he stopped looking?  the {{K|t}} - {{K|f}} thing almost works ... it de-tasks them ... but apparently has no effect as the dwarf just immediately re-tasked them, despite being forbidden.  Perhaps a bug.  anyway... i'm gonna move back a few versions... i've kept all my saves in SVN :) --[[User:Vaevictus|Vae]] 10:20, 27 November 2007 (EDT)&lt;br /&gt;
:::There probably is a bug when raw glass counts for raw gems in some occasions and do not in others while collecting materials for mood and checking already collected to determine the next to collect. Usually {{K|f}}orbidding items that are TSK cansels their 'tasked' state along with the corresponding job. I cannot guarantee that a new bug won't be created in this process. Also try to forbid the whole workshop via {{K|d}} - {{K|f}}--[[User:Another|Another]] 10:34, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.&lt;br /&gt;
&lt;br /&gt;
: When building a set of pumps I dug out a channel above the solid square of a pump.  The rock from the square and the dwarf who dug it out were then stuck in the air until I removed the pump below them.  Then the Dwarf fell and wandered off but the rock was still hovering.  I think I built a floor from that rock and then dug it out and that worked, but that doesn't make much sense because no one would've been able to get to that square to get the rock to build with.  Unless rocks on a square can be used to build something with 0 hauling (ie. you don't have to touch them at all you can just build directly) I may have misremembered that part. --[[User:Lacero|Lacero]] 04:08, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Digging: From the old version, dwarves preferred to dig from left to right, and I suspect the &amp;quot;digging from the far end&amp;quot; thing is where that comes from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hehe, Adventure mode: &amp;quot;The sturgeon has drowned&amp;quot;. My buddies attacked it and it probably lost it's gills or something. Kinda like suffocating cause you got no lungs. Which was also funny the first time I saw it. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
: Could this be because when a sturgeon is taken out of water, and it basically &amp;quot;drowns&amp;quot; in the oxygen? [[User:Schm0|Schm0]] 15:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is there anyway to clean blood/vomit/water off your gear in adventure mode? Will dwarves clean themselves in fortress mode? I was never too sharp on how the cleaning job worked. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now with a new version released, I think this page needs cleaning or at least separating bugs in old version from the bugs left in the current version. --[[User:Mizipzor|Mizipzor]] 17:16, 1 November 2007 (EDT)&lt;br /&gt;
:I disagree. The old version is old. Any old bugs that linger are still bugs. [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I seem to be having troubles getting dwarves to work with stockpiles like they used to. They refuse to move these seeds, despite the seeds not being in a stockpile and there being a stockpile designated for seeds. My anvil has sat outside for half a month now despite there being a designated spot specifically for anvils one level down.&lt;br /&gt;
Is Z-axis messing with dwarf perception of customized stockpiles? Hmm. [[User:Kefkakrazy|Kefkakrazy]] 23:12, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've noticed--not tried to repro--that a custom stockpile for seeds will attract other Food items until a general Food stockpile is created.  My first fort did this, plump helmets didn't get harvested until I created said Food pile, and only after they moved barrels of meat OUT of the seed stockpile.--[[User:Draco18s|Draco18s]] 23:22, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that blood disappearance is, as noted in Infinite Blood, buggered. I've had a few raccoons get eaten by my dogs and there's STILL blood, months later. It's possible that custom stocks got buggered too. [[User:Kefkakrazy|Kefkakrazy]] 00:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Seeds not going to a seed stockpile appears to have been fixed as of v 0.27.169.33a. That is, I've got seeds going to the correct stockpile now. Huzzah! --[[User:Surma|Surma]] 01:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I upgraded versions and I'm still having troubles with custom stockpiles. Either dwarves are just too busy to do the hauling or customized stockpiles are not being done properly.[[User:Kefkakrazy|Kefkakrazy]] 03:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I had problems with stockpiles, there's a new options at the bottom for &amp;quot;Additional Options&amp;quot; which provides ''Allow Plant/Animal'' and ''Allow Non-Plant/Animal'' - if either of these are turned off, stuff doesn't get moved. Simple mistake, caused 4 of my stockpiles to be left empty for half  year. Anyone else had this problem? Have you checked for it? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is a bug. My graveyard is outside where my hunter was laid down and rotted. He was then put in a minty fresh coffin inside. Miasma started pouring out after a while. I don't remember this happening in the previous version, but even so. It's not like they DON'T rot just because they got stuffed in a coffin in time. I also kinda assumed that coffins are sealed. Bug or no? [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm thinking that the humans allowing you to build a fortress inside of their cities would be considered a bug. --[[User:Ikkonoishi|Ikkonoishi]] 23:28, 3 November 2007 (EDT)&lt;br /&gt;
== Adding usernames to main page ==&lt;br /&gt;
&lt;br /&gt;
People, shall we try to keep the discussions on the discussion page and on the article page only information? I see a lot of user tags, etc on the article page. This clutters the page a bit. What do you guys think? I think we should strive for a reduction of usernames on the article pages, as that is nicer to look at. --[[User:Soyweiser|Soyweiser]] 11:20, 2 November 2007 (EDT)&lt;br /&gt;
:hmmm. Meh. It's not an encyclopedia, it's a bug report. This page at least. Theoretically, Toady could ask us about a bug we encountered. Known bugs &amp;amp; issues are things that are broken and are probably going to stay broken so people should avoid them. Which made sence when it was a year since the last release. But currently it's more dynamic. Maybe we should rename this page to &amp;quot;Bug Report&amp;quot; [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Picky Elves? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive, although gabbro and orthoclase are igneous rocks that form by the cooling of magma and were never actually alive. Hence, it's a bug. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Can someone confirm this?  Its probably just that the items in question had blood splatters. --[[User:Karlito|Karlito]] 20:14, 2 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furniture&amp;diff=12185</id>
		<title>40d:Furniture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furniture&amp;diff=12185"/>
		<updated>2007-12-03T00:59:58Z</updated>

		<summary type="html">&lt;p&gt;Karlito: spelling and added keybining thingy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Furniture==&lt;br /&gt;
Furniture refers to a variety of different items created at a variety of workshops, all furniture has a practical use in your fortress. Some furniture must be placed before it can be used, this is done through the {{k|b}}uild menu.&lt;br /&gt;
&lt;br /&gt;
==List of Furniture==&lt;br /&gt;
:[[Cage]]&lt;br /&gt;
:[[Chain]]&lt;br /&gt;
:[[Animal trap]]&lt;br /&gt;
:[[Bucket]]&lt;br /&gt;
:[[Barrel]]&lt;br /&gt;
:[[Armor stand]]&lt;br /&gt;
:[[Blocks]]&lt;br /&gt;
:[[Door]]&lt;br /&gt;
:[[Floodgate]]&lt;br /&gt;
:[[Hatch cover]]&lt;br /&gt;
:[[Grate]]&lt;br /&gt;
:[[Statue]]&lt;br /&gt;
:[[Cabinet]]&lt;br /&gt;
:[[Chest]]&lt;br /&gt;
:[[Chair]]&lt;br /&gt;
:[[Sarcophagus]]&lt;br /&gt;
:[[Table]]&lt;br /&gt;
:[[Weapon rack]]&lt;br /&gt;
:[[Bin]]&lt;br /&gt;
:[[Pipe]] section&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17739</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17739"/>
		<updated>2007-12-03T00:54:36Z</updated>

		<summary type="html">&lt;p&gt;Karlito: updated version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A siege is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, raise the draw bridges and pray you've enough food stocks to last the winter.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Note: As of v0.27.169.33d, sieges are not functioning properly. The siege groups are content to sit at the edge of the map and wait there until some hapless dwarf wanders too close. After wiping the floor with the dwarf, they return to their spot on the edge of the map.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will attack whenever they feel like it, after your fortress reaches a certain point. Possibly triggered by fortress wealth now rather than nobles. Sometimes they will even attack when a caravan arrives.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even evil human mercenaries) and sometimes mounted on beak dogs, and occasionally accompanied by up to 3 squads of 5-8 trolls. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Troll]]s are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Unknown if humans still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Unknown if elves still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
[[Kobolds]] seem to arrive in small archer squads, and will pick off solitary [[hunter]]s, [[herbalist]]s, and [[woodcutter]]s foolish enough to work alone.  They appear to function similarly to the elven sieges in the previous version.  When they expend all their ammunition, they will retreat off the edge of the map.  It's unknown what exactly causes [[kobolds]] to attack, although killing a [[kobold]] master [[thief]] may cause an attack.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
{{old|0.23.130.23a}}&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the siegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] sieges without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop siegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during a siege. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the siege, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28160</id>
		<title>40d Talk:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28160"/>
		<updated>2007-12-03T00:49:57Z</updated>

		<summary type="html">&lt;p&gt;Karlito: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.&lt;br /&gt;
:--DrPraetorious&lt;br /&gt;
::This is false. For the most part, workshops do not req architecture. A few of them do, but it's only the ones that deal with fire, iirc. Things that do need architecture for sure are screw pumps, bridges, and supports. Maybe you've been building a lot of those. (i know i tend to make a lot of screw pumps) [[User:VengefulDonut|VengefulDonut]] 18:24, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Is there an entry that covers how much food, liquor, etc. each dwarf actually consumes per season, so that I can include a section on how much labor it will take to meet demand?&lt;br /&gt;
: It seems to be about 2 units/season/dwarf, but I've never kept careful track.&lt;br /&gt;
--DrPraetorious&lt;br /&gt;
&lt;br /&gt;
== Economy? ==&lt;br /&gt;
Should [[Economy]] really redirect here?  I'd think it should redirect to [[Dwarven economy]]. --[[User:Karlito|Karlito]] 19:49, 2 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28159</id>
		<title>40d Talk:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economics&amp;diff=28159"/>
		<updated>2007-12-03T00:49:11Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Should Economy really redirect here?  I'd think it should redirect to Dwarven Economy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: It had been my impression that *most* buildings did require the Architecture job to be enabled; this can be a serious issue if you are trying to expand rapidly and only have architecture on your mason. But the text is not crucial so I'll just leave it out.&lt;br /&gt;
:--DrPraetorious&lt;br /&gt;
::This is false. For the most part, workshops do not req architecture. A few of them do, but it's only the ones that deal with fire, iirc. Things that do need architecture for sure are screw pumps, bridges, and supports. Maybe you've been building a lot of those. (i know i tend to make a lot of screw pumps) [[User:VengefulDonut|VengefulDonut]] 18:24, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Is there an entry that covers how much food, liquor, etc. each dwarf actually consumes per season, so that I can include a section on how much labor it will take to meet demand?&lt;br /&gt;
: It seems to be about 2 units/season/dwarf, but I've never kept careful track.&lt;br /&gt;
--DrPraetorious&lt;br /&gt;
&lt;br /&gt;
== Economy? ==&lt;br /&gt;
Should [[Economy]] really redirect here?  I'd think it should redirect to [[Dwarven Economy]]. --[[User:Karlito|Karlito]] 19:49, 2 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30603</id>
		<title>Do I really need wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30603"/>
		<updated>2007-12-03T00:43:52Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Answered FAQ Question, probably could be expanded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wood''' is necessary to build [[beds]] and [[axle|axles]].&lt;br /&gt;
Without beds your dwarves will get unhappy thoughts from sleeping on the ground, and without axles you are severely limited in power transferring.  Also you need at least one piece of wood to produce [[coke]] that you need for metal production.  It is a common enough challenge to play on a treeless biome, though most players choose to import wood, and bring some with them in the starting screen.  &lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood%3F&amp;diff=30601</id>
		<title>Do I really need wood?</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood%3F&amp;diff=30601"/>
		<updated>2007-12-03T00:43:05Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Answered FAQ Question, probably could be expanded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wood''' is necessary to build [[beds]] and [[axle|axles]].&lt;br /&gt;
Without beds your dwarves will get unhappy thoughts from sleeping on the ground, and without axles you are severely limited in power transferring.  Also you need at least one piece of wood to produce [[coke]] that you need for metal production.  It is a common enough challenge to play on a treeless biome, though most players choose to import wood, and bring some with them in the starting screen.  &lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30452</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30452"/>
		<updated>2007-12-02T06:39:22Z</updated>

		<summary type="html">&lt;p&gt;Karlito: added prehistoria, and linkify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds several new indoor plans and numerous new outdoor plants.&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod|Botany Mod]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinos and other prehistoric creatures.&lt;br /&gt;
&lt;br /&gt;
[http://dodownload.filefront.com/9121933//1cf4a7ea5979db4b2b7fe2f558971387fd6228fe1ff6c301abad59e5bb7b894ddc86b25be81158cc Version 0.02 alpha]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_stockpile&amp;diff=30403</id>
		<title>Stone stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_stockpile&amp;diff=30403"/>
		<updated>2007-12-02T04:59:42Z</updated>

		<summary type="html">&lt;p&gt;Karlito: linked to section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[stockpile#Stone]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Furniture_stockpile&amp;diff=30401</id>
		<title>Furniture stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Furniture_stockpile&amp;diff=30401"/>
		<updated>2007-12-02T04:58:44Z</updated>

		<summary type="html">&lt;p&gt;Karlito: linked to section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[stockpile#Furniture Storage]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_stockpile&amp;diff=30397</id>
		<title>Wood stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_stockpile&amp;diff=30397"/>
		<updated>2007-12-02T04:56:43Z</updated>

		<summary type="html">&lt;p&gt;Karlito: linked to section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[stockpile#Wood]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Food_stockpile&amp;diff=30399</id>
		<title>Food stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Food_stockpile&amp;diff=30399"/>
		<updated>2007-12-02T04:55:36Z</updated>

		<summary type="html">&lt;p&gt;Karlito: linked to section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[stockpile#Food]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29104</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29104"/>
		<updated>2007-12-02T04:51:12Z</updated>

		<summary type="html">&lt;p&gt;Karlito: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29103</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29103"/>
		<updated>2007-12-02T04:50:41Z</updated>

		<summary type="html">&lt;p&gt;Karlito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29780</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29780"/>
		<updated>2007-12-02T04:40:33Z</updated>

		<summary type="html">&lt;p&gt;Karlito: /* Game options */ removed incorrect speculation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine.  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, ToadyOne clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33c may not a few months later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b, c, and d ==&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow at startup, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
* [SOUND:OFF]:  Slightly increases speed.  Cost is lack of sounds.&lt;br /&gt;
* [FPS:YES], [FPS_CAP:100]:  Handy indicator of how fast your game is running.&lt;br /&gt;
* [G_FPS_CAP:15]:  Controls refresh rate.  Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
* [VSYNC:OFF]:  Attempting to synchronize refreshes can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
* [PRIORITY:HIGH]: This option automatically makes the game run in high priority.  This will probably prevent your computer from effectively running anything at the same time as the game.  [PRIORITY:REALTIME] devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  Increasing priority will make the game difficult to kill using task manager if it locks up.&lt;br /&gt;
* [TEMPERATURE:NO]:  Turning off temperature greatly increases speed.  It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
* [WEATHER:NO]:  Turning off weather slightly increases speed.  No obvious disadvantages are known.&lt;br /&gt;
* [CAVEINS:NO]: Turning off cave-ins increases speed only fractionally.&lt;br /&gt;
* [POPULATION_CAP:40]:  Keep your population under control to prevent the game bogging down.  Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
&lt;br /&gt;
=== Fortress position ===&lt;br /&gt;
* Fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Aquifers (until tapped) seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
&lt;br /&gt;
=== Laptop computers ===&lt;br /&gt;
* Frame rate is higher when running off mains power.  This is because laptops reduce CPU performance to extend the battery life.&lt;br /&gt;
* You can disable that feature in windows, at the expense of the battery running out much more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game - if they aren't, this can be important)&lt;br /&gt;
* use of graphics, choice of graphics tileset&lt;br /&gt;
* size of tiles&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3837</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3837"/>
		<updated>2007-12-02T04:35:01Z</updated>

		<summary type="html">&lt;p&gt;Karlito: redid previous edit and removed the redundancy + linkify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' can occur if an area is detached from all supporting tiles. A room can be as large as you want to make it, as long as it is supported by at least one tile from below. The system is a bit buggy right now, since it is only a placeholder.{{version|0.27.169.33a}} Toady has stated he intends to implement more realistic cave-ins in future versions.&lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''unconnected'' section of rock (rock that is completely isolated from the rest of the world) will cave in. The game checks for rock connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the rock.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
* Any [[creature]] caught under the falling material is crushed and killed.&lt;br /&gt;
* Any item caught under the falling material is [[encased]] in stone and must be dug out.&lt;br /&gt;
* Obviously, anything standing -on- the area that caves in falls and may be wounded.&lt;br /&gt;
* A large amount of dust is generated; Any creature caught by the dust from the collapse is knocked [[unconscious]], and may recieve [[Wounds|injuries]]&lt;br /&gt;
* All [[building]]s and [[construction]]s under and above the falling area are destroyed&lt;br /&gt;
* [[Rock]] remains mostly intact, while [[wood]] constructions become logs&lt;br /&gt;
* Unmined rock and soil crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where it piles up&lt;br /&gt;
* Mined stairs and ramps will settle like unmined rock; Stairs down that fall onto previously empty floors will reveal the level below. If there's rock or floor above them, it'll cover the stairs.&lt;br /&gt;
* Anything falling into a flow (like [[water]]) sinks to the bottom{{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant lever. When you're done, hide everyone, pull the lever and watch the fireworks.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30451</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30451"/>
		<updated>2007-12-02T03:44:31Z</updated>

		<summary type="html">&lt;p&gt;Karlito: /* Teldin's Mod */  Teldinmod 2: Judgment Day is out!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt&lt;br /&gt;
&lt;br /&gt;
== Botany Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds several new indoor plans and numerous new outdoor plants.&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod|Botany Mod]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
http://files.filefront.com/creature+direrar/;91686&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Where_in_my_area_should_I_build_my_fort&amp;diff=30528</id>
		<title>Where in my area should I build my fort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Where_in_my_area_should_I_build_my_fort&amp;diff=30528"/>
		<updated>2007-12-02T03:37:11Z</updated>

		<summary type="html">&lt;p&gt;Karlito: added FAQ template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Depending on your [[location]], you have a number of approaches to where your fort can be and how you build it. Dwarf Fortress gives you quite a bit of free reign in this regard especially with the addition of [[z-axis]], but it's important to remember that your dwarves [[what should I build first|have needs]]. If you expect to have a long-lived fortress, it is wise to plan ahead.&lt;br /&gt;
&lt;br /&gt;
==Where to build==&lt;br /&gt;
&lt;br /&gt;
There are some restrictions to what you can build where. It's usually obvious. You can't build on [[trees]] or boulders, usually. You can't build on [[rivers]] and streams, except you can build on a [[brook]]. Make sure you have room to build where you want.&lt;br /&gt;
&lt;br /&gt;
With that said, building your fortress how you want is almost limitless. Feel free to experiment and combine the suggestions here.&lt;br /&gt;
&lt;br /&gt;
===Hills===&lt;br /&gt;
&lt;br /&gt;
Building a fortress into a hill is probably the simplest way to get your fortress started.&lt;br /&gt;
&lt;br /&gt;
If your area has any slopes or hills at all, you can [[mine]] straight into it. It doesn't have to be a tall, flat cliff; You can build into a low slope just fine. A low slope that goes up one level isn't quite as useful as a cliff that goes 3 or more levels up, but it's good enough. Try to avoid digging into a small hill though, as you may want some room to build on the first level.&lt;br /&gt;
&lt;br /&gt;
By digging into a hill, your fortress' front gate is generally easier to defend. An area surrounded in cliffs can make navigation for your enemy (and you) time-consuming, but building into a wall forces your enemy to come at you head-on in one direction. In addition, you can take advantage of the natural landscape to &amp;quot;funnel&amp;quot; enemies together, or carve your own funnel-like entrance, making them easier to hit with [[siege engines]] and [[marksdwarfs]] in safer locations. Also, this works well with an entrance full of [[traps]].&lt;br /&gt;
&lt;br /&gt;
===Flatlands===&lt;br /&gt;
&lt;br /&gt;
Building a fortress on flat land is an interesting but slightly more complicated approach.&lt;br /&gt;
&lt;br /&gt;
To start, [[designate]] your dwarf to build downward [[stairs]] on the surface. Go down one level and designate upward stairs where the downward ones are. Keep doing this until you hit [[stone]]. Then mine out your fortress.&lt;br /&gt;
&lt;br /&gt;
While this kind of fortress works, it takes more work to properly defend the entrance. As it is, any enemies can come at you from any direction. Without building some inside defences, you may become victim to a [[siege]] early on (once sieges work, anyway).&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can build [[walls]] around your entrance, along with a ceiling if you want. Make sure you leave a front door open for your dwarves, or better, build a funnel with lots of traps in it. No enemy will bother breaking down a wall if there's a clear way in. They won't know it's full of stonefall traps.&lt;br /&gt;
&lt;br /&gt;
Building a wall around your entrance opens up a whole new level of creativity. Feel free to make a small tower or keep, or a large castle with catapults on each level, or a stepped pyramid that reaches high into the sky, ect.&lt;br /&gt;
&lt;br /&gt;
===Houses, Keeps, and Castles===&lt;br /&gt;
&lt;br /&gt;
Instead of mining into the ground, you can make your settlement more human-like. By taking [[wood]] and stone, you can build walls and [[floors]] that resemble houses, warehouses, castles, towers, and so on. As long as it has four walls and a floor above it, you can make a room out of it. This works well on flat lands, but you can do this pretty much anywhere.&lt;br /&gt;
&lt;br /&gt;
==Annoying Obstacles==&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for these features in your area. They are probably the most annoying features to deal with when making your fortress. They can be avoided just by paying attention to your [[biome]], usually.&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
&lt;br /&gt;
These things are just about everywhere, except in scorching or freezing climates. They are not a threat really, just annoying. A lake may hinder your design if you build too close to them. As far as mining is concerned, they go down two levels, so make sure you're mining deeper than that. Same goes for rivers and brooks and the like.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
&lt;br /&gt;
An [[aquifer]] will haunt you, anger you, and make wise cracks about your mama. See its description on how to deal with or avoid them.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
&lt;br /&gt;
Don't build on an area that might have dangerous [[creatures]]. The worst kinds are [[elephants]], [[carp]], and [[giant eagles]]. Don't even think about building in [[haunted]] or [[sininster]] areas and the like, unless you think you're up for the challenge. Look up your biome, then compare them against the creatures list to see what you might be up against.&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27631</id>
		<title>40d Talk:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27631"/>
		<updated>2007-12-02T01:43:13Z</updated>

		<summary type="html">&lt;p&gt;Karlito: RE: Coinsidence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed that actual trades do not affect the Apprasial Skill. Instead, When the Broker actually goes to the depot when the Merchants are there, the skill increases. It seems like when I start a new fortress, if I use a dwarf without appraisal skill, he'll already have Dabbling Appraiser before I actually trade goods. Anyone else notice this? --[[User:Wahnsinniger|Wahnsinniger]] 12:58, 19 November 2007 (EST)&lt;br /&gt;
:I thought the appraiser skill was only really used to be able to see the price of the goods when you trade? Thus, it doesn't have much use in itself, it's simply pretty neat to actualy know accuratly what you're trading for and against in term of price. --[[User:Eagle of Fire|Eagle of Fire]] 13:50, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed this as well. Further, it appears that only the first dwarf to examine a given set of trade goods will gain skill. --&lt;br /&gt;
&lt;br /&gt;
I think the statement that &amp;quot;Selecting items to trade doesn't give skill&amp;quot; is incorrect, and actually ''is'' giving skill. I recently selected a whole slew of items with my non-legendary mayor/trader, but noticed I didn't have enough to afford all the caravan's goods so backed out of the trade window... then I noticed he just hit legendary. I could be mistaken and he had already been legendary before he got to the depot, but I'm fairly sure he wasn't. [[User:Lightning4|Lightning4]] 19:35, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I just got into dwarven economy mode on a fortress of mine, and it seems that my shops are owned by appraisers. Is this a coincidence? --[[User:Kim Bruning|Kim Bruning]] 19:56, 1 December 2007 (EST)&lt;br /&gt;
:Do you mean that the shopkeepers happen to be dwarves that already has appraisal, or that the shopkeepers gained the appraisal skill?--[[User:Karlito|Karlito]] 20:43, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miasma&amp;diff=13818</id>
		<title>40d:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miasma&amp;diff=13818"/>
		<updated>2007-12-02T01:40:17Z</updated>

		<summary type="html">&lt;p&gt;Karlito: little more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Miasma''' is a &amp;quot;noxious odor&amp;quot; or otherwise-poisoned air, believed to spread disease.  The theory of miasma as the general cause of disease propagation was quite widespread prior to the 19th century, and although in some respects it is correct that some diseases may be transmitted via the air, not all diseases are transmitted by such mediums.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, the only impact a miasma will have is to disgust dwarves encountering it, giving them bad [[thought]]s.  However, one miasma can disgust a large number of dwarves, especially if it is in a main corridor.&lt;br /&gt;
&lt;br /&gt;
The most common cause of in-game miasma are rotting corpses or body parts left inside.  Often the corpses of small [[vermin]] killed by cats will cause a miasma. You can limit your dwarves' exposure to miasma by setting up a refuse pile (outdoors, or in an enclosed space -- see [[refuse]]).  Rotting items left outside will not generate miasma.&lt;br /&gt;
&lt;br /&gt;
Miasma will not travel through walls, ceilings or doors.&lt;br /&gt;
&lt;br /&gt;
==Miasma Trap==&lt;br /&gt;
&lt;br /&gt;
A Miasma Trap consists simply of positioning your refuse piles (or custom piles if you have a magma pit as your garbage &amp;quot;disposal&amp;quot;) next to/parallel with your entrance, and floodgates attached to a lever in your control room.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Count_consort&amp;diff=27213</id>
		<title>40d:Count consort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Count_consort&amp;diff=27213"/>
		<updated>2007-12-02T01:36:17Z</updated>

		<summary type="html">&lt;p&gt;Karlito: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Count consort&lt;br /&gt;
| quarters=Great Bedroom&lt;br /&gt;
| dining=Great Dining Room&lt;br /&gt;
| tomb=Mausoleum&lt;br /&gt;
| stands=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* Obtain [[Count]]&lt;br /&gt;
}}&lt;br /&gt;
Your '''count consort''' arrives with the [[Count|Count/Countess]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8061</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8061"/>
		<updated>2007-12-01T21:20:15Z</updated>

		<summary type="html">&lt;p&gt;Karlito: /* River freeze */  Clairification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Easy Adamantine==&lt;br /&gt;
copy:&lt;br /&gt;
&lt;br /&gt;
[REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
&lt;br /&gt;
[SMELTER]&lt;br /&gt;
&lt;br /&gt;
[REAGENT]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
into the raws replacing. next time you make  a world your dwarves will be capable of creating adamantine from empty air.&lt;br /&gt;
&lt;br /&gt;
==River freeze==&lt;br /&gt;
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
==Savescumming==&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
==Memory Editing==&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30404</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30404"/>
		<updated>2007-12-01T20:46:55Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Taken from archive.  Should still be relevant.  Hopefully this will stem the tide of modding questions on the forum.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [NAME:singular:plural:possessive]&lt;br /&gt;
     [TYP&amp;lt;nowiki&amp;gt;E_SE&amp;lt;/nowiki&amp;gt;TTLEMENT]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
The 'NAME:' field is pretty self-explanatory, and is used generally for text things like 'The Elven forest retreat' related to the civilization. Remember, this is NOT the creature that is associated with it, just the civ name. You could make yourself a Roman civilization with [NAME:roman:romans:roman], for example. &lt;br /&gt;
&lt;br /&gt;
The 'TYPE_SETTLEMENT' entry can be one of the following: MOUNTAIN_SETTLEMENTS, FOREST_SETTLEMENTS, PLAINS_SETTLEMENTS. This will have the effect of replacing civilizations that would normally go in that settlement: if you create an orc civ that lives on plains, then quite a lot of the human plains civs (but not all) will be replaced by orc cities (assuming you turn on some other tokens).&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are CIV_CONTROLLABLE, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and INDIV_CONTROLLABLE which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]]. &lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
YOu can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or wrestling skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [NUISANCE]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE token allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13080</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13080"/>
		<updated>2007-12-01T02:43:45Z</updated>

		<summary type="html">&lt;p&gt;Karlito: Added section on alternate operating systems.  All the linux stuff is taken directly from the archive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows NT 4.0, Windows 98, or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20MB, but savegames and screenshots (if you take them) use considerable amounts of harddisk space.&lt;br /&gt;
&lt;br /&gt;
256MB RAM: The game uses 150+ MB memory while running (more if you select a local grid larger than 6x6).  The more creatures, objects, and explored space on your map, the more memory you will need.  Most of this can be kept in virtual memory (disk swap), but be sure to have at least 500MB total (physical + virtual) memory available.  [[World generation]] requires 400MB at its peak.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress loves as much raw CPU power as you can provide it with.  Recommended:&lt;br /&gt;
&lt;br /&gt;
Core2:  1.4GHz or higher&lt;br /&gt;
&lt;br /&gt;
Pentium 4:  3.0GHz or higher&lt;br /&gt;
&lt;br /&gt;
Athlon:  3000+ or higher&lt;br /&gt;
&lt;br /&gt;
The larger your map and the more units on it, the harder your computer will need to work.  Dwarf Fortress will take all the CPU power it is given, and will run at 50-100FPS on a modern system (5-10FPS on a P3 766MHz).  If you're purchasing a new system, a Core2Duo is recommended.&lt;br /&gt;
&lt;br /&gt;
You'll also want a decent video card to keep up with the CPU.  Integrated on-motherboard video cards are a bad idea,{{verify}} but even a separate gaming-type video card that's several years old will satisfy DF under most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Dual-core machines===&lt;br /&gt;
&lt;br /&gt;
If you're running a lot of things at once while playing Dwarf Fortress, open Task Manager and set DF to Core1 and everything else to Core0.  You will now have an entire core dedicated to running DF, which should give slightly better performance.&lt;br /&gt;
&lt;br /&gt;
==Other Operating Systems==&lt;br /&gt;
===Linux===&lt;br /&gt;
Although DF is a Windows game, it works perfectly in Linux using Wine, as long as you have video drivers with working OpenGL acceleration &amp;amp;ndash; for all NVIDIA and newer ATI cards, this means using the vendor's closed source driver. Without 3D acceleration the game runs slow as [[Sweet Pods|dwarven syrup]].  Most distributions provide Wine, so consult your distribution-specific documentation for help.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000448 this thread] for tips about Ubuntu and other distributions.&lt;br /&gt;
&lt;br /&gt;
===OS X===&lt;br /&gt;
&lt;br /&gt;
The game works on Intel OS X using [http://www.codeweavers.com/ CrossOver], although it may run slower.&lt;br /&gt;
&lt;br /&gt;
Discussion for an OS X port can be found [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000156 here].  Since a user has successfully ported Kobold Quest to OS X, we could expect a mac port in the near future.&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9226</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9226"/>
		<updated>2007-12-01T02:31:24Z</updated>

		<summary type="html">&lt;p&gt;Karlito: /* &amp;quot;Dwarf Cancels Eat/Drink: Resting Injury&amp;quot; */ This bug has been fixed as of 33d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miners Stuck==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
# Walls made by rewalling start out smoothed, but cannot be engraved.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
It is also common for digging/item placement to start with the tile to the right of the dwarf, even if the path is closer using another direction.  Keep this in mind when placing floodgates or digging out areas where you could paint yourself in a corner.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole. (If you only designate channels on un-mined squares, this won't happen, as the dwarves seem to mine both levels' tiles out at the same time)&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
:Dwarves can channel underneath them. --[[User:Jackard|Jackard]] 08:04, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love Conquers All ==&lt;br /&gt;
&lt;br /&gt;
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.&lt;br /&gt;
&lt;br /&gt;
== Outpost liason ==&lt;br /&gt;
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.&lt;br /&gt;
&lt;br /&gt;
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''&lt;br /&gt;
&lt;br /&gt;
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the &amp;quot;ground floor.&amp;quot; (edit by: Rabid Llama)''&lt;br /&gt;
&lt;br /&gt;
''I had a meeting place outdoors and this still happened. It doesn't matter where the meeting takes place. Assuming you can get the meeting to actually occur - which takes some work - if it doesn't properly conclude, the liason will be stuck. (edit by: Captain Failmore)''&lt;br /&gt;
&lt;br /&gt;
''Oh, also, for the meeting to even take place or properly conclude, your broker has to have ALL OTHER LABOR turned off. Leave their labors off until the meeting concludes in full. (That is, you've been 'shown the documents' twice and the liaison wishes you well before leaving.) If you let the meeting conclude in full without assigning labor to your broker (who may and probably will wander about aimlessly for some time while the meeting is taking place for reasons I don't know) the liaison WILL leave.&lt;br /&gt;
&lt;br /&gt;
==A Time To Wait==&lt;br /&gt;
Sieges completely do not work, and goblins will just mill around aimlessly at the edge of the map waiting for your dwarves to come and kill them.  Toady has said something about the AI for sieges being broken.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get the goblins to approach by sacrificing a dwarf.  Send him near enough for them to notice him, then have him withdraw.  Note that if he is a soldier, you need to set the military option &amp;quot;squad stays close to station&amp;quot; for him to withdraw instead of charging the goblins.  It may be easier to remove him from the military so that he will flee, but this stands the chance that he will not notice the goblins until he is full of arrows.&lt;br /&gt;
&lt;br /&gt;
==Sticky Keys==&lt;br /&gt;
Sometimes when you are scrolling on the map the keys will seem to stick, and you will keep scrolling forever. This happens when you release a key out of the order in which it was pressed.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
*{{key|8}}&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*No key pressed.&lt;br /&gt;
&lt;br /&gt;
After holding the above keys you will continue going up until you press the following or {{key|Alt}}+{{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*{{key|8}}&lt;br /&gt;
&lt;br /&gt;
This will clear out the pressed key flag in the game.&lt;br /&gt;
&lt;br /&gt;
:I've found if you merely press the direction key of the scrolling on the numpad this scrolling stops.  No need to fiddle with the shift or in what order the shift key is pressed.--[[User:Mylon|Mylon]] 17:35, 13 November 2007 (EST)&lt;br /&gt;
::That won't work if you were using shift to accelerate your move speed. You have to tap the key with shift pressed to clear out the shift+key then press just key to clear it out as well.--[[User:Ikkonoishi|Ikkonoishi]] 21:38, 13 November 2007 (EST)&lt;br /&gt;
:Switch Numlock off, fixes it for me --[[User:AdaIsDead|AdaIsDead]] 18:59, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Thawing stairs==&lt;br /&gt;
I have a brook that freezes in the winter. Awesome. I dug a down-stairs down into it and started diggin about in the ice. When the thaw came, the ice broke up and the flow resumed, but the stairs remained. Unfortunetly, this is on the old version .32a [[User:HeckRuler|HeckRuler]] 17:44, 15 November 2007 (EST)&lt;br /&gt;
: It persists in .33b. [[User:Crash|Crash]] 15:31, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Picky Elves==&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive, although gabbro and orthoclase are igneous rocks that form by the cooling of magma and were never actually alive. Hence, it's a bug.&lt;br /&gt;
&lt;br /&gt;
==Bottomless Waterskin==&lt;br /&gt;
Whenever my soldiers fill their water from the well, it is always stagnant, even though it's connected directly to the fresh-water brook. They seem to be unsatisfied with this, so they return to the well and fill it again with stagnant water. They continue to do this, and seeing as the waterskin seems to have no limit, they carry around 300+ cups of useless water, which slows them down considerably. It's possible to undraft them and have them dump the flasks, but then I don't know how I can have them carry water around.&lt;br /&gt;
&lt;br /&gt;
==Rags and Riches==&lt;br /&gt;
Clothing is completely bugged, in that as clothes wear out, dwarves will get unhappy thoughts from the fact, without ever doing anything about it.  They will occasionally claim new clothes as they become available, but will often simply wear the new clothes over the nasty rags which are giving them unhappy thoughts.  It is much better to simply never provide clothes for dwarves and let their clothes rot off once and for all.  Dwarves get no unhappy thoughts from being naked, and this stops the constant unhappiness from wearing old clothes.&lt;br /&gt;
:Thanks for the advice at the end. One nudist colony coming right up! --[[User:Jackard|Jackard]] 07:59, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Progressive Aristocracy ==&lt;br /&gt;
While no other dwarf can have a same-sex consort, the King ''can'' arrive with a King Consort.&lt;br /&gt;
:Monarch's prerogative, I say. Royalty often marries for political reasons rather than love.--[[User:Trukkle|Trukkle]] 02:08, 22 November 2007 (EST)&lt;br /&gt;
:Isn't a King consort female?  Just like a Queen consort would be male.--[[User:Maximus|Maximus]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
::No. A Queen Consort is female, a Queen's consort is male. -- [[User:Zaratustra|Zaratustra]] 00:57, 23 November 2007 (EST)&lt;br /&gt;
:::Shouldn't the King Consort be more properly called the Prince Consort? -- [[User:NPComplete|NPComplete]] 10:29, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Destructive spring==&lt;br /&gt;
It seems either freezing water destroys floor hatches under it. This leaves the hatches (and mechanisms) next to, or to the bottom of the hole once the ice thaws and creates a waterfall.&lt;br /&gt;
[[User:Shiona|Shiona]] 26. November 2007&lt;br /&gt;
&lt;br /&gt;
=Fixed Bugs=&lt;br /&gt;
&lt;br /&gt;
== You and what army? ==&lt;br /&gt;
(fixed in 0.27.169.33b by capping number of dwarves in reclaim squad)&lt;br /&gt;
Reclaiming a fortress built next-to/beneath/near a goblin or kobold colony will cause all the items in said monster colony to be counted toward your fortress wealth, and will cause a ridiculous number of dwarves to be spawned in the reclaim squad, often over 150. This would make overrunning the goblin/kobold fort much easier, at least, but is still a bug.&lt;br /&gt;
&lt;br /&gt;
== Fatal crash on embark ==&lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
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== Hole in a Wall ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
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== Multiple Mayors ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, ability to designate leader was also removed?)&lt;br /&gt;
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.&lt;br /&gt;
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From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --[[User:Gorfob|Gorfob]] 22:35, 8 November 2007 (EST)&lt;br /&gt;
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== Infinite [[Blood]] aka Wipe your feet==&lt;br /&gt;
(temporary? fix in 0.27.169.33b by autocleaning all tiles at end of each season)&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
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:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
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related:  not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - &amp;quot;such and such cancels job - can't find path x23490872340982734098273409283&amp;quot;, just like empty archer traps in old-school df.  any help?  or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?&lt;br /&gt;
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::For both problems, try designating a single dwarf to cleaning jobs only. Let me know if that helps, because I had similar problems but the blood was dealt with eventually and cleaned. [[User:Schm0|Schm0]] 11:58, 11 November 2007 (EST)&lt;br /&gt;
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Related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.&lt;br /&gt;
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==Sew plant fiber image crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
Ordering plant fiber image in Clothier's Shop reliably crashes the game.&lt;br /&gt;
:Fixed, according to the dev blog.--[[User:Mylon|Mylon]] 17:36, 13 November 2007 (EST)&lt;br /&gt;
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==Buff Swimmers==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
All creatures get stat boosts by training up skills.  This is normal.  Aquatic creatures can train swimming simply by being on the map.  This leads to some very buff carp or lizardmen or other creatures if they've been in water for a significant amount of time.&lt;br /&gt;
:According to the dev blog, this has been fixed.&lt;br /&gt;
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== Ducky Go Down The Hoooole  ==	 &lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
Wells crash the game now and then.&lt;br /&gt;
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In 33a, I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, one or the other. --arr&lt;br /&gt;
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==Trading crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, had to do with seed prices)&lt;br /&gt;
Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.&lt;br /&gt;
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== Contents Under Pressure  ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
Melting metal items produces a crapload of metal.&lt;br /&gt;
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Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 instead of dividing, in the case of metal bolts).&lt;br /&gt;
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== Making Metal Bars ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
At [[Talk:Galena]] a bug is mentioned that apparently gives you fewer metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
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:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
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=Bugs that aren't REALLY bugs=&lt;br /&gt;
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==Too tired to sleep==	 &lt;br /&gt;
If a wounded dwarf continually falls unconscious due to their wounds, it will disrupt their sleep, so they eventually go mad of sleep deprivation.&lt;br /&gt;
:Should be checked. In 32a, I played with my sherif who was a wounded retired hunter. He kept falling unconscious due to brain injury which never healed, and it really looked like falling unconscious was taken as some part of sleep in itself. I noticed often that unit going to sleep, falling uncouncious, then doing 2-3 other tasks when he waked up and went to his quarter to sleep again. Of course, it made for him some very short sleep patterns, so he was often going in for sleep and hardly ever finished a sleep cycle. --[[User:Eagle of Fire|Eagle of Fire]] 01:06, 18 November 2007 (EST)&lt;br /&gt;
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This one IS really a bug. It is mentioned on official Reported Bugs page: &amp;quot;000360 □ [dwarf mode][jobs][healthcare]    dwarf attempting to rest cancels rest job when unconcious and bed is used by others, dwarf becomes tired and unhappy&amp;quot;. I can add that in current version it happens every time and does not correlate with other dwarves using the same bed.--[[User:Another|Another]] 07:30, 22 November 2007 (EST)&lt;br /&gt;
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== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
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== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Karlito</name></author>
	</entry>
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