<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Khimaera+UK</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Khimaera+UK"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Khimaera_UK"/>
	<updated>2026-07-26T11:28:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_milk&amp;diff=32601</id>
		<title>40d:Dwarven milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_milk&amp;diff=32601"/>
		<updated>2009-01-26T21:41:33Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'' If cow cheese is made from cow's milk, what is dwarven cheese made of? ''-- Anon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven milk''' is obtained from having a [[milker]] milk a [[purring maggot]].  Dwarven milk can be made into dwarven [[cheese]] by a [[cheese maker]] at a [[Farmer's workshop]].&lt;br /&gt;
&lt;br /&gt;
Purring maggots are hard to get, but you can ask dwarven merchants to bring you a lot of dwarven milk, then make it all into cheese yourself. Cooking the cheese creates incredibly valuable prepared meals, since dwarven cheese is the most valuable ingredient known (hydra/dragon meat has same value, but it can't be bought).&lt;br /&gt;
&lt;br /&gt;
* value: 50&lt;br /&gt;
* cheese value: 100&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khimaera_UK&amp;diff=46974</id>
		<title>User:Khimaera UK</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khimaera_UK&amp;diff=46974"/>
		<updated>2009-01-16T02:37:46Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: Adventures of the Skydwarves: Research into Dwarven aviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Adventures of the Skydwarves ==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-1049-thefirstskydwarfflight The first flight...]&lt;br /&gt;
&lt;br /&gt;
== Things he aspires to ==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/poi-3404-onereallybigroad Legendary mosaics...]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-309-copperblazes Fortresses of epic and expensive proportion...]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-2449-mountainbanners Beautiful feats of dwarven engineering...]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== You know you're in a Dwarf Fort when... ==&lt;br /&gt;
&lt;br /&gt;
- There are kittens everywhere, and they're all coated in a horrific layer of blood and vomit. But no-one seems to mind.&lt;br /&gt;
&lt;br /&gt;
- You have a spatter of vomit on the third finger of your right hand, but nowhere else.&lt;br /&gt;
&lt;br /&gt;
- You're the only person in the room not muttering about skeletons, leather and glistening gems.&lt;br /&gt;
&lt;br /&gt;
- A [[carp]] leaps from the water and disfigures your face with it's suprisingly powerful bite.&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Throne&amp;diff=18166</id>
		<title>40d:Throne</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Throne&amp;diff=18166"/>
		<updated>2009-01-16T02:05:22Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: only indoors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Thrones''', or '''chairs''', when made of [[wood]], referred to as 'seat' in menu, are used to create [[office]]s for [[nobles]]. They are also used in [[dining room]]s -- each table must have at least one throne to allow dwarves to sit while they eat.  The material a throne or chair is made from (wood, [[stone]], [[metal]], or [[glass]]) has no effect on its functionality. Note that for an equal skill level, wood chairs are produced faster than rock thrones.&lt;br /&gt;
&lt;br /&gt;
The {{k|b}}uild menu option {{k|c}} Seat will allow you to place thrones and chairs, but only [[inside|indoors]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=9951</id>
		<title>40d:Table</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=9951"/>
		<updated>2009-01-16T02:02:00Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: tables can only be placed indoors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''table''' is a piece of [[furniture]] necessary for [[dwarf|dwarves]] to eat [[food]] in comfort. They can be made from a wide variety of materials, including [[wood]], [[stone]], [[metal]], and [[glass]]. Tables can be used to define a [[dining room]]. Dwarves dislike eating at a table without a [[chair]] and also prefer not to share a table with others. Tables can only be placed indoors {{version|0.28.181.40d}}, so you can forget that roof-top dining room.&lt;br /&gt;
&lt;br /&gt;
A stone table requires one stone; a metal table requires three bars.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khimaera_UK&amp;diff=46973</id>
		<title>User:Khimaera UK</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khimaera_UK&amp;diff=46973"/>
		<updated>2009-01-15T18:46:07Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: You know you're in a Dwarf Fort when...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Things he aspires to ==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/poi-3404-onereallybigroad Legendary mosaics...]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-309-copperblazes Fortresses of epic and expensive proportion...]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-2449-mountainbanners Beautiful feats of dwarven engineering...]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== You know you're in a Dwarf Fort when... ==&lt;br /&gt;
&lt;br /&gt;
- There are kittens everywhere, and they're all coated in a horrific layer of blood and vomit. But no-one seems to mind.&lt;br /&gt;
&lt;br /&gt;
- You have a spatter of vomit on the third finger of your right hand, but nowhere else.&lt;br /&gt;
&lt;br /&gt;
- You're the only person in the room not muttering about skeletons, leather and glistening gems.&lt;br /&gt;
&lt;br /&gt;
- A [[carp]] leaps from the water and disfigures your face with it's suprisingly powerful bite.&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:D_for_dwarf&amp;diff=43170</id>
		<title>Template:D for dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:D_for_dwarf&amp;diff=43170"/>
		<updated>2009-01-15T15:38:54Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: Adjusted image size within the template, shrunk a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; width:80%; margin-bottom: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0.5em 0.5em; text-align: center;&amp;quot; | [[Image:D4Dwarf.png|50px]]&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article has been rated '''D for Dwarf'''.  It may include witty humour, in-jokes related to the game, and references to the [http://www.bay12games.com/forum/index.php  Bay12 forums].  If you miss some of the references, don't worry.&lt;br /&gt;
|}[[Category: D for Dwarf]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:D_for_dwarf&amp;diff=44851</id>
		<title>Template talk:D for dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:D_for_dwarf&amp;diff=44851"/>
		<updated>2009-01-15T15:26:50Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New image ==&lt;br /&gt;
&lt;br /&gt;
I uploaded another image for a sharper looking D in context of satire. Any suggestions are welcome. Here are the two images that could be used, one without the minus sign and the other with. The one with the minus sign I originally chose because of the idea that it was in context of satire, but some articles using this template are very well written without satire. So I'm opting for the original. Tell me what you think, and design one for the template if you'd like to. --[[User:Richards|Richards]] 10:23, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Letter-D.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[image:D-Letter-M.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need / Size ==&lt;br /&gt;
&lt;br /&gt;
I'm starting to find this a bit patronising. Do we really need such a large warning that an article contains wit? Are we not capable of deducing that for ourselves? Now I'm all for funny and witty articles which liven the place up, but maybe just make the 'warnings' a little more subtle? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Khimaera UK|Khimaera UK]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's more of a template for editors rather than users. This way we can have serious pages in addition to silly ones. [[User:VengefulDonut|VengefulDonut]] 17:18, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Fair, but the message at the top of every D rated page still rather dominates the article. I don't propose removing it entirely, but does anyone else think it could be at least a bit.. smaller? --[[User:Khimaera UK|JK]] 17:25, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::It could be, by only being a sidebar of sorts, but that would probably negatively affect any article with a sidebar already that gets tagged with this, making it even more disruptive. It also &amp;quot;could&amp;quot; go at the bottom, but that would defeat the purpose, of ensuring people don't read the page literally.&lt;br /&gt;
::Something that the community could consider, that would probably be for the best in the end, is a separate namespace for humor articles. It's been suggested at some point, but the prevailing reason(s) it hasn't worked (IMO) is due to a lack of quantity to fill the space with. If we got every other mainspace article a humorous version, it would be pretty useful, and good for a little wiki-surfing when one feels like reading some game-related humor. As is, I think there are less than 2-3% of mainspace articles with '''D''' content, much less articles that actually have a humorous version separate from the main article. --[[User:N9103|Edward]] 23:19, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just shrink it down to about 48 pixels high and shorten the info text. --[[User:GreyMario|GreyMaria]] 10:17, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think that's the best solution. Sidebaring it would mess up a few pages (espcially the rock ones, which are all sidebar... but there's a prize for the first person to make [[shale]] amusing...) and at the bottom would indeed be pointless. I shall get editing. --[[User:Khimaera UK|Khimaera UK]] 10:26, 15 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:D_for_dwarf&amp;diff=44847</id>
		<title>Template talk:D for dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:D_for_dwarf&amp;diff=44847"/>
		<updated>2009-01-14T22:25:38Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: -&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New image ==&lt;br /&gt;
&lt;br /&gt;
I uploaded another image for a sharper looking D in context of satire. Any suggestions are welcome. Here are the two images that could be used, one without the minus sign and the other with. The one with the minus sign I originally chose because of the idea that it was in context of satire, but some articles using this template are very well written without satire. So I'm opting for the original. Tell me what you think, and design one for the template if you'd like to. --[[User:Richards|Richards]] 10:23, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Letter-D.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[image:D-Letter-M.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need / Size ==&lt;br /&gt;
&lt;br /&gt;
I'm starting to find this a bit patronising. Do we really need such a large warning that an article contains wit? Are we not capable of deducing that for ourselves? Now I'm all for funny and witty articles which liven the place up, but maybe just make the 'warnings' a little more subtle? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Khimaera UK|Khimaera UK]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's more of a template for editors rather than users. This way we can have serious pages in addition to silly ones. [[User:VengefulDonut|VengefulDonut]] 17:18, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Fair, but the message at the top of every D rated page still rather dominates the article. I don't propose removing it entirely, but does anyone else think it could be at least a bit.. smaller? --[[User:Khimaera UK|JK]] 17:25, 14 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:D_for_dwarf&amp;diff=44845</id>
		<title>Template talk:D for dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:D_for_dwarf&amp;diff=44845"/>
		<updated>2009-01-14T21:19:35Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: D for Do we need?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New image ==&lt;br /&gt;
&lt;br /&gt;
I uploaded another image for a sharper looking D in context of satire. Any suggestions are welcome. Here are the two images that could be used, one without the minus sign and the other with. The one with the minus sign I originally chose because of the idea that it was in context of satire, but some articles using this template are very well written without satire. So I'm opting for the original. Tell me what you think, and design one for the template if you'd like to. --[[User:Richards|Richards]] 10:23, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Letter-D.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[image:D-Letter-M.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need ==&lt;br /&gt;
&lt;br /&gt;
I'm starting to find this a bit patronising. Do we really need such a large warning that an article contains wit? Are we not capable of deducing that for ourselves? Now I'm all for funny and witty articles which liven the place up, but maybe just make the 'warnings' a little more subtle?&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fire_Imp&amp;diff=46981</id>
		<title>Fire Imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fire_Imp&amp;diff=46981"/>
		<updated>2009-01-14T19:45:18Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: Redirecting to Fire imp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fire imp]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7390</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7390"/>
		<updated>2009-01-14T19:39:47Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: enlarged image to unify the sidebar area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dwarf|symbol=☺|color={{COLOR:3:0:0}}|butcher=no|bones=6|chunks=6|meat=6|fat=3|skulls=1|skin=Yes|biome=Any}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|206px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in [[fortress]]es carved from [[mountain]]s. They are the featured [[civilization|race]] of [[Dwarf Fortress mode|Fortress Mode]] and are also one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependent and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarven [[children]] become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large [[human]] caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not receive an outpost liaison (could be a bug with the current version), but you will receive large quantities of dwarven made goods, including a few [[bars]] of random metal and several pieces of [[steel]] [[armor]] of random quality. &amp;lt;small&amp;gt;(usually you get that anyway)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven fortresses do not have any [[shop]]s, but usually have a variety of fighters to recruit. You can receive quests from their monarch at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[steel]] or [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
	[NAME:dwarf:dwarves: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;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:beards]&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;
	[DIURNAL]&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;
	[ALCOHOL_DEPENDENT]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Дворф]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blue_jay&amp;diff=37177</id>
		<title>40d:Blue jay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blue_jay&amp;diff=37177"/>
		<updated>2009-01-14T18:55:01Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: removed redirect, added info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flying [[vermin]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_BLUEJAY]&lt;br /&gt;
	[NAME:blue jay:blue jays:blue jay]&lt;br /&gt;
	[TILE:249][COLOR:1:0:1]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:400]&lt;br /&gt;
	[PETVALUE:30][NATURAL][PET]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_CONIFER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Source: creature_birds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fluffy_wambler&amp;diff=25501</id>
		<title>40d:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fluffy_wambler&amp;diff=25501"/>
		<updated>2009-01-14T18:51:58Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: removed redirect, added info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An incredibley cute [[vermin]] loved for it's gentleness and stumble bumbling, with a tendancy to gnaw at dwarven foods.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WAMBLER_FLUFFY]&lt;br /&gt;
	[NAME:fluffy wambler:fluffy wamblers:fluffy wambler]&lt;br /&gt;
	[TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[VERMIN_EATER][PENETRATEPOWER:1][FREQUENCY:100][VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS][GOOD][PET_EXOTIC][NATURAL]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GNAWER:gnawed]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:warm heart]&lt;br /&gt;
	[PREFSTRING:gentle nature]&lt;br /&gt;
	[PREFSTRING:stumble bumbling]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:150]&lt;br /&gt;
&lt;br /&gt;
Source: creature_other&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Olm&amp;diff=41900</id>
		<title>40d:Olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Olm&amp;diff=41900"/>
		<updated>2009-01-14T18:49:02Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: forgot category: vermin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little brother of the [[Giant olm]], a mundane subterranean [[vermin]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:OLM]&lt;br /&gt;
	[NAME:olm:olms:olm]&lt;br /&gt;
	[TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[AMPHIBIOUS][PET_EXOTIC][UNDERSWIM]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:gills]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Source: creature_subterranean&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Olm&amp;diff=41899</id>
		<title>40d:Olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Olm&amp;diff=41899"/>
		<updated>2009-01-14T18:48:30Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: removed redirect, added info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little brother of the [[Giant olm]], a mundane subterranean [[vermin]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:OLM]&lt;br /&gt;
	[NAME:olm:olms:olm]&lt;br /&gt;
	[TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[AMPHIBIOUS][PET_EXOTIC][UNDERSWIM]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:gills]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Source: creature_subterranean&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_snake&amp;diff=42583</id>
		<title>40d:Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_snake&amp;diff=42583"/>
		<updated>2009-01-14T18:42:33Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: removed the redirect and added information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire snakes are fire-proof [[vermin]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SNAKE_FIRE]&lt;br /&gt;
	[NAME:fire snake:fire snakes:fire snake]&lt;br /&gt;
	[TILE:249][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[FIREIMMUNE][WEBIMMUNE][IMMOLATE][MAGMA_VISION]&lt;br /&gt;
	[EXTRACT:liquid fire:4:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BLOODTYPE:M]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_LAVA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:14000]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
&lt;br /&gt;
Source: creature_subterranean&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43555</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43555"/>
		<updated>2009-01-14T17:50:32Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: {{prettytable}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''World tokens'' are used to store world parameter settings used in creating custom worlds. Parameter settings are stored in ''world_gen.txt'', found in the ''\data\init\'' folder after you've hit F6 in the world generation menu. You can change all of these in-game in the world generation menu by editing advanced parameters, or by editing the file directly. Parameters are also explained at [[Advanced world generation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !!Arguments !! Description&lt;br /&gt;
|-&lt;br /&gt;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead. &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| When it hits the first number value, it begins checking to see if that percent of your megabeasts have been killed, which leads the game to halt. Often this leads to very early world generation halting. It can be stopped entirely by setting the percent value to -1. To make your megabeasts not get killed to easily, try modding the raw creature files to make them stronger, ie. larger size.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|The Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter.&lt;br /&gt;
&lt;br /&gt;
The weighted ranges seem to affect the relative amounts of that parameter when world gen begins. For example, if you set the 0-20 range of rainfall to 5 and the 20-40 of rainfall range to 1, you will get approximately 5 times as many areas with 0-20 rainfall as areas with 20-40 rainfall. These amounts do not have to add up to any particular number; in the above example, you can get the same effect with 500 and 100.&lt;br /&gt;
&lt;br /&gt;
Lastly, the weighted ranges affect what parameters the world begins with; they do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the minimum parameters.&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides.  The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature.  These need to be changed to reflect your regional meshes and weights.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42511</id>
		<title>40d:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42511"/>
		<updated>2009-01-14T17:46:07Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: standardised table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.&lt;br /&gt;
&lt;br /&gt;
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| NAME &lt;br /&gt;
| The name of the material&lt;br /&gt;
|-&lt;br /&gt;
| ADJ &lt;br /&gt;
| The adjective applied to objects made of the item&lt;br /&gt;
|-&lt;br /&gt;
| COLOR &lt;br /&gt;
| The [[color]] of the material. Note that the background is not always used (i.e. bars, stones)&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR &lt;br /&gt;
| The [[color]] of raw stones and gems.&lt;br /&gt;
|-&lt;br /&gt;
| VALUE &lt;br /&gt;
| The value multiplier of the material. Not wood?&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| The [[specific heat]] of the material, in units of J/kg·K. Only on metal and stone?&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY &lt;br /&gt;
| Density in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| DEEP &lt;br /&gt;
| [[glowing pit|Hidden fun stuff]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal-specific tokens ==&lt;br /&gt;
* TILE is the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls)&lt;br /&gt;
* Usage - different metals can be used for different things&lt;br /&gt;
** WEAPON (fun fact: the WEAPON token only appears in the list of items)&lt;br /&gt;
** WEAPON_RANGED&lt;br /&gt;
** DIGGER - e.g. for picks&lt;br /&gt;
** AMMO&lt;br /&gt;
** ANVIL&lt;br /&gt;
** ANY_USE&lt;br /&gt;
* BRITTLE - Unknown gameplay effect&lt;br /&gt;
* DAMAGE_PERC, BLOCK_PERC - weapons and armor respectively. Relative to Iron.&lt;br /&gt;
* WAFERS - Instead of bars. Items take three times as many wafers as bars to make.&lt;br /&gt;
== Wood-specific tokens ==&lt;br /&gt;
Some of these are also on plants.&lt;br /&gt;
* AUTUMNCOLOR - changes color with the seasons&lt;br /&gt;
* WET, DRY - Same as [[Plant tokens|for plants]]&lt;br /&gt;
* SAPLING - Young trees are called saplings instead of e.g. &amp;quot;young tower-cap&amp;quot;&lt;br /&gt;
* BIOME&lt;br /&gt;
* PREFSTRING&lt;br /&gt;
== Plant-specific tokens ==&lt;br /&gt;
See [[Plant tokens]].&lt;br /&gt;
== Stone-specific tokens ==&lt;br /&gt;
* STONE_NAME - Loose stones are called this, e.g. for &amp;quot;nuggets&amp;quot; vs native metal&lt;br /&gt;
* [METAL_ORE:&amp;lt;metal&amp;gt;:&amp;lt;percentage&amp;gt;] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.&lt;br /&gt;
** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]].&lt;br /&gt;
* ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *.&lt;br /&gt;
* LAVA - lines the magma pipe; formed with water + magma&lt;br /&gt;
* SHARP - can be made into CAN_STONE weapons&lt;br /&gt;
* GLASS - [[rock crystal]].&lt;br /&gt;
&lt;br /&gt;
===Layer types===&lt;br /&gt;
Note: Soils are considered to be a subtype of stone in the raws.&lt;br /&gt;
&lt;br /&gt;
A stone material can be tagged with one of:&lt;br /&gt;
*[SEDIMENTARY]&lt;br /&gt;
*[IGNEOUS_INTRUSIVE]&lt;br /&gt;
*[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
*[METAMORPHIC]&lt;br /&gt;
*[SOIL]&lt;br /&gt;
*[SOIL_OCEAN]&lt;br /&gt;
&lt;br /&gt;
Additionally these can occur:&lt;br /&gt;
*[SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
*[SEDIMENTARY_OCEAN_DEEP]&lt;br /&gt;
*[SOIL_SAND] - can be made into glass&lt;br /&gt;
*[AQUIFER] - aquifers can be in these layers&lt;br /&gt;
&lt;br /&gt;
Layer tags are not mutually exclusive with ENVIRONMENT tags.&lt;br /&gt;
&lt;br /&gt;
===ENVIROMENT and ENVIRONMENT_SPEC===&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
*[ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
** class may also be ALL_STONE, IGNEOUS_ALL, ALLUIVAL.&lt;br /&gt;
*[ENVIRONMENT_SPEC:&amp;lt;id&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.&lt;br /&gt;
&lt;br /&gt;
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.&lt;br /&gt;
&lt;br /&gt;
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.&lt;br /&gt;
&lt;br /&gt;
== Tokens not found in the raws ==&lt;br /&gt;
These do not appear in any shipped raw file. They were found [[string dump|in the EXE]]. We can only speculate as to their syntax and meaning. Athough, some are obvious. Others may be easily discovered by modding. It is unknown whether any of these do anything.&lt;br /&gt;
&lt;br /&gt;
* LIQUID_DENSITY&lt;br /&gt;
* BUILD_COLOR&lt;br /&gt;
* TILE_COLOR&lt;br /&gt;
* DROWN_LEVEL - probably for plants&lt;br /&gt;
* Probably Wood-specific, based on their positioning in the token table&lt;br /&gt;
** DEAD_TILE&lt;br /&gt;
** SAPLING_TILE&lt;br /&gt;
** DEAD_COLOR&lt;br /&gt;
** SAPLING_COLOR&lt;br /&gt;
** SAPLING_DROWN_LEVEL&lt;br /&gt;
** TREE_DROWN_LEVEL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome_token&amp;diff=1396</id>
		<title>40d:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome_token&amp;diff=1396"/>
		<updated>2009-01-14T17:43:28Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: applied the {{prettytable}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Biome tokens''' are used to indicate environments for [[creature]]s, [[plant]]s and entities.&lt;br /&gt;
&lt;br /&gt;
All objects that use biome tokens can take multiple entries, so they can be found in many different locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create something that only appears when you discover the cave river, lava, or chasm, use SUBTERRANEAN_WATER, SUBTERRANEAN_LAVA, or SUBTERRANEAN_CHASM&lt;br /&gt;
&lt;br /&gt;
Tokens no longer require BIOME_ in front of them.{{version|0.27.173.38a}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALL_MAIN ||Every biome.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_DESERT ||Any desert biome, including freezing or scorching.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_GRASSLAND ||Any grassland biome.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_LAKE ||Any freshwater or saltwater lake. &lt;br /&gt;
|-&lt;br /&gt;
| ANY_LAND ||Anything not ocean, lake, or river.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_OCEAN ||Either bordering the ocean (ie. beach) or in it.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_POOL ||Will spawn around the small ponds (ie. swamp) on any map.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_RIVER ||Around any of the river types, including brooks and streams.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TEMPERATE ||Any temperate-temperature biome.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TEMPERATE_BROADLEAF ||Temperate broadleaf forests only.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TEMPERATE_FOREST ||Temperate forests only, including broadleaf &lt;br /&gt;
|-&lt;br /&gt;
| ANY_TROPICAL ||Any tropical-temperature (hot, scorching) biome that is [WET] &lt;br /&gt;
|-&lt;br /&gt;
| ANY_TROPICAL_BROADLEAF ||Tropica broadleaf biomes only.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TROPICAL_FOREST ||Any tropical forest, including broadleaf.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_WETLAND ||Swamps and marshes, any temperature.&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_BADLAND ||Any badlands. All badlands are considered &amp;quot;desert&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_ROCK ||Rocky wastelands.&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_SAND ||Sand desert biomes, any 'color' (ie. black sand desert).&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TAIGA ||Taigas only apply to freezing forests.&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TEMPERATE_BROADLEAF ||Only temperate broadleaf forests.&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TEMPERATE_CONIFER ||Only temperate (medium-temp) conifer forests.&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TROPICAL_CONIFER ||Only tropical (hot-scorching) conifer forests.&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TROPICAL_DRY_BROADLEAF ||Only broadleaf forests with the [DRY] tag. &lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TROPICAL_MOIST_BROADLEAF ||Only broadleaf forests with the [WET] tag .&lt;br /&gt;
|-&lt;br /&gt;
| GLACIER ||Found on freezing glaciers (ie. sasquatches, polar bears).&lt;br /&gt;
|-&lt;br /&gt;
| GRASSLAND_TEMPERATE ||Standard grassland.&lt;br /&gt;
|-&lt;br /&gt;
| GRASSLAND_TROPICAL ||Only [WET] and warm grassland&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TEMPERATE_BRACKISHWATER ||Temperate lakes where fresh-water meets saltwater.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TEMPERATE_FRESHWATER ||Only freshwater (in-land) temperate lakes.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TEMPERATE_SALTWATER ||Only saltwater temperate lakes.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TROPICAL_BRACKISHWATER ||Only tropical (hot, wet) brackish lakes.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TROPICAL_FRESHWATER ||Only tropical freshwater lakes.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TROPICAL_SALTWATER ||Only tropical freshwater lakes.&lt;br /&gt;
|-&lt;br /&gt;
| MARSH_TEMPERATE_FRESHWATER ||Temperate freshwater marshes, some of the most common. &lt;br /&gt;
|-&lt;br /&gt;
| MARSH_TEMPERATE_SALTWATER ||Saltwater marshes, found occasionally near oceans.&lt;br /&gt;
|-&lt;br /&gt;
| MARSH_TROPICAL_FRESHWATER ||The tropical variety of freshwater marsh.&lt;br /&gt;
|-&lt;br /&gt;
| MARSH_TROPICAL_SALTWATER ||The tropical variety of saltwater marsh.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN ||Found on and around mountains (not at chasm or river though).&lt;br /&gt;
|-&lt;br /&gt;
| NOT_FREEZING ||Any biome that isn't too cold.&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_ARCTIC ||Only freezing oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_TEMPERATE ||Only moderate temperature oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_TROPICAL ||Only hot oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TEMPERATE_BRACKISHWATER ||Brackish pools, such as certain marshes.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TEMPERATE_FRESHWATER ||Fresh pools and ponds.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TEMPERATE_SALTWATER ||Saltwater pools and ponds, fairly rare.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TROPICAL_BRACKISHWATER ||Tropical variety of brackish pond.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TROPICAL_FRESHWATER ||Tropical variety of freshwater pond.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TROPICAL_SALTWATER ||Tropical variety of saltwater pond.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TEMPERATE_BRACKISHWATER ||Brackish rivers: usually found where rivers meet ocean.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TEMPERATE_FRESHWATER ||Freshwater rivers, including certain streams and brooks.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TEMPERATE_SALTWATER ||Saltwater rivers, fairly uncommon.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TROPICAL_BRACKISHWATER ||The tropical brackish variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TROPICAL_FRESHWATER ||The tropical freshwater variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TROPICAL_SALTWATER ||The tropical saltwater variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| SAVANNA_TEMPERATE ||Temperate savannas, not found too often.&lt;br /&gt;
|-&lt;br /&gt;
| SAVANNA_TROPICAL ||Tropical savannas, very common in warm-hot areas.&lt;br /&gt;
|-&lt;br /&gt;
| SHRUBLAND_TEMPERATE ||Temperate shrubland, a very common mid-map biome.&lt;br /&gt;
|-&lt;br /&gt;
| SHRUBLAND_TROPICAL ||Tropical shrubland, like the above but found in warm-hot areas.&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CHASM ||Underground chasm, only appears when you discover it.&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_LAVA ||Any caldera or volcano bowl.&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_WATER ||Underground rivers, only appears when you discover it. &lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_MANGROVE ||Mangroves swamps, fairly rare and tropical. &lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_TEMPERATE_FRESHWATER ||Freshwater temperate swamps. Similar to marshes. &lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_TEMPERATE_SALTWATER ||Temperate saltwater swamps. Similar to marshes.&lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_TROPICAL_FRESHWATER ||The tropical variety of swamp.&lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_TROPICAL_SALTWATER ||Another tropical variety.&lt;br /&gt;
|-&lt;br /&gt;
| TUNDRA ||Like plains, but cold. Usually very little vegetation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_token&amp;diff=13787</id>
		<title>40d:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_token&amp;diff=13787"/>
		<updated>2009-01-14T17:33:47Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: Alphabeticised table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for [[Item definition tokens]].''&lt;br /&gt;
These are to be used with certain [[Creature Tokens]] (such as ITEMCORPSE) as well as in [[Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An item is described by four tokens, as such:&lt;br /&gt;
&lt;br /&gt;
 [&amp;lt;whatever is asking for the token&amp;gt;:TYPE:SUBTYPE:MATERIAL:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
==Item type tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| AMMO || Ammunition for hand-held weapons.  Subtypes come from item_ammo.&lt;br /&gt;
|-&lt;br /&gt;
| AMULET || Amulets.&lt;br /&gt;
|-&lt;br /&gt;
| ANIMALTRAP || Traps for animals.&lt;br /&gt;
|-&lt;br /&gt;
| ANVIL || Anvils.&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR || Armor and clothing worn on the upper body.  Subtypes come from item_armor.&lt;br /&gt;
|-&lt;br /&gt;
| ARMORSTAND || Armor stands.&lt;br /&gt;
|-&lt;br /&gt;
| BACKPACK || Backpacks.&lt;br /&gt;
|-&lt;br /&gt;
| BALLISTAPARTS || Ballista parts.&lt;br /&gt;
|-&lt;br /&gt;
| BALLISTARROWHEAD || Arrow heads for ballista bolts.&lt;br /&gt;
|-&lt;br /&gt;
| BAR || Both metal and non-metal bars.&lt;br /&gt;
|-&lt;br /&gt;
| BARREL || Barrels.&lt;br /&gt;
|-&lt;br /&gt;
| BED || Beds.&lt;br /&gt;
|-&lt;br /&gt;
| BIN || Bins.&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKS || Blocks of any kind.&lt;br /&gt;
|-&lt;br /&gt;
| BONES || Bones from creatures.&lt;br /&gt;
|-&lt;br /&gt;
| BOX || Chests, coffers, and boxes.&lt;br /&gt;
|-&lt;br /&gt;
| BRACELET || Bracelets.&lt;br /&gt;
|-&lt;br /&gt;
| BUCKET || Buckets.&lt;br /&gt;
|-&lt;br /&gt;
| CABINET || Cabinets.&lt;br /&gt;
|-&lt;br /&gt;
| CAGE || Cages.&lt;br /&gt;
|-&lt;br /&gt;
| CATAPULTPARTS || Catapult parts.&lt;br /&gt;
|-&lt;br /&gt;
| CHAIN || Chains and ropes.&lt;br /&gt;
|-&lt;br /&gt;
| CHAIR || Chairs and thrones.&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE || Cheeses.&lt;br /&gt;
|-&lt;br /&gt;
| CLOTH || Cloth made at the loom.&lt;br /&gt;
|-&lt;br /&gt;
| COIN || Coins.&lt;br /&gt;
|-&lt;br /&gt;
| COFFIN || Coffins and caskets.&lt;br /&gt;
|-&lt;br /&gt;
| CORPSE || Dead things.&lt;br /&gt;
|-&lt;br /&gt;
| CORPSEPIECE || Body parts.&lt;br /&gt;
|-&lt;br /&gt;
| CROWN || Crowns.&lt;br /&gt;
|-&lt;br /&gt;
| DOOR || Doors.&lt;br /&gt;
|-&lt;br /&gt;
| DRINK || Liquids from brewed plants.&lt;br /&gt;
|-&lt;br /&gt;
| EARRING || Earrings.&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT || Extracts from certain plants and creatures.&lt;br /&gt;
|-&lt;br /&gt;
| FIGURINE || Idols.&lt;br /&gt;
|-&lt;br /&gt;
| FISH || Prepared fish.&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAW || Unprepared fish.&lt;br /&gt;
|-&lt;br /&gt;
| FLASK || Flasks.&lt;br /&gt;
|-&lt;br /&gt;
| FLOODGATE || Floodgates.&lt;br /&gt;
|-&lt;br /&gt;
| FOOD || Prepared food.&lt;br /&gt;
|-&lt;br /&gt;
| GEM || Large gems.&lt;br /&gt;
|-&lt;br /&gt;
| GLOB || Fats, tallows and small bits of molten rock.&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES || Armor and clothing worn on the hands.  Subtypes come from item_gloves.&lt;br /&gt;
|-&lt;br /&gt;
| GOBLET || Goblets.&lt;br /&gt;
|-&lt;br /&gt;
| HELM || Armor and clothing worn on the head.  Subtypes come from item_helm.&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT || Musical instruments.  Subtypes come from item_instrument.&lt;br /&gt;
|-&lt;br /&gt;
| LEAVES || Leaves from certain plants after processing.&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC || Miscellaneous liquids such as lye.&lt;br /&gt;
|-&lt;br /&gt;
| MEAT || Butchered meat.&lt;br /&gt;
|-&lt;br /&gt;
| PANTS || Armor and clothing worn on the legs.  Subtypes come from item_pants.&lt;br /&gt;
|-&lt;br /&gt;
| PET || Tame vermin.&lt;br /&gt;
|-&lt;br /&gt;
| PIPE_SECTION || Lengths of pipe.&lt;br /&gt;
|-&lt;br /&gt;
| PLANT || Plants.&lt;br /&gt;
|-&lt;br /&gt;
| POTION || ???&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC || Powders (such as flour or dye) from milled plants; bone meal.&lt;br /&gt;
|-&lt;br /&gt;
| QUIVER || Quivers.&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS || Dead vermin bodies.&lt;br /&gt;
|-&lt;br /&gt;
| RING || Rings.&lt;br /&gt;
|-&lt;br /&gt;
| ROCK || Pebbles (more useful in [[Thrower|adventure mode]].)&lt;br /&gt;
|-&lt;br /&gt;
| ROUGH || Raw gemstones.&lt;br /&gt;
|-&lt;br /&gt;
| SAND || Sand.&lt;br /&gt;
|-&lt;br /&gt;
| SCEPTER || Scepters.&lt;br /&gt;
|-&lt;br /&gt;
| SEEDS || Seeds from plants.&lt;br /&gt;
|-&lt;br /&gt;
| SHELL || Shells from creatures that have them.&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD || Shields and bucklers.  Subtypes come from item_shield.&lt;br /&gt;
|-&lt;br /&gt;
| SHOES || Armor and clothing worn on the feet.  Subtypes come from item_shoes.&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO || Siege ammo.  Subtypes come from item_siegeammo.&lt;br /&gt;
|-&lt;br /&gt;
| SKIN_RAW || Untanned skins.&lt;br /&gt;
|-&lt;br /&gt;
| SKIN_TANNED || Tanned skins.&lt;br /&gt;
|-&lt;br /&gt;
| SKULL || Skulls of dead critters.&lt;br /&gt;
|-&lt;br /&gt;
| SMALLGEM || Cut gemstones usable in jeweler's workshop&lt;br /&gt;
|-&lt;br /&gt;
| STATUE || Statues.&lt;br /&gt;
|-&lt;br /&gt;
| STONE || Raw mined stone.&lt;br /&gt;
|-&lt;br /&gt;
| TABLE || Tables.&lt;br /&gt;
|-&lt;br /&gt;
| THREAD || Thread gathered from webs or made at the farmer's workshop.&lt;br /&gt;
|-&lt;br /&gt;
| TOTEM || Totems.&lt;br /&gt;
|-&lt;br /&gt;
| TOY || Toys.  Subtypes come from item_toy.&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP || Weapons for traps only.  Subtypes come from item_trapcomp.&lt;br /&gt;
|-&lt;br /&gt;
| TRAPPARTS || Mechanisms.&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN || Small pseudo-creatures.&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON || Weapons.  Subtypes come from item_weapon.&lt;br /&gt;
|-&lt;br /&gt;
| WEAPONRACK || Weapon racks.&lt;br /&gt;
|-&lt;br /&gt;
| WINDOW || Windows.&lt;br /&gt;
|-&lt;br /&gt;
| WOOD || Wooden logs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item subtype tokens==&lt;br /&gt;
&lt;br /&gt;
Most item types have no subtypes. &amp;quot;NONE&amp;quot; or &amp;quot;NO_SUBTYPE&amp;quot; (the raws use NO_SUBTYPE, saving an embark profile uses NONE) is used for the subtype position for these. For items that do have subtypes, the subtypes are defined from the raws for that item type as noted above.&lt;br /&gt;
&lt;br /&gt;
==Material tokens==&lt;br /&gt;
&lt;br /&gt;
The material tokens have been moved to the new [[Material tokens]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22247</id>
		<title>40d Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22247"/>
		<updated>2009-01-14T17:00:48Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: /* &amp;quot;Seasons&amp;quot; Redirect */&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current version changes ==&lt;br /&gt;
&lt;br /&gt;
39a and beyond has brought about quite a few changes. We should try to compile a list and update the page. Here's some off the top of my head.&lt;br /&gt;
&lt;br /&gt;
-Time seems to be flowing even slower now.&lt;br /&gt;
-The world doesn't stop at a fixed value anymore.&lt;br /&gt;
-Ages also are not fixed, and depend on the status of the world.&lt;br /&gt;
(Post by SirPenguin)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Seasons&amp;quot; Redirect ==&lt;br /&gt;
&lt;br /&gt;
Season redirects here, but if you make it plural it doesn't redirect at all, maybe someone should fix that.  That may just be the way things are done, and if that's the case feel free to ignore this, but it took me a minute to find this page the first time, because when searching &amp;quot;seasons&amp;quot; to find the names of the seasons it didn't come up with anything relevant.  [EDIT]: Forgot to sign, sorry... --[[User:Timmeh|Timmeh]] 02:42, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added the &amp;quot;seasons&amp;quot; redirect.  If anyone feels this shouldn't have been done, feel free to delete it. --[[User:Timmeh|Timmeh]] 15:05, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is fine, but we need more information about each season and what happens during it to be here. --[[User:Khimaera UK|JK]] 12:00, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
i think the ages section should get a more detailed section about known sections.&lt;br /&gt;
like age of emtiness, age of demons, age of hydras, age of myth, age of legends, age of heros, age of fairy tales and so on with a little description what in worldgen should happen to get this age name. --[[User:Rhenaya|Rhenaya]] 10:45, 7 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hospital&amp;diff=46778</id>
		<title>40d:Hospital</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hospital&amp;diff=46778"/>
		<updated>2009-01-14T16:57:35Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: thought 'Rooms' was the best category for it nonetheless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whilst hospital 'rooms' ''can not currently be defined'', Toady has stated that beds which are not in any defined room are considered hospital beds. Dwarves will recover faster when sleeping on them.&lt;br /&gt;
&lt;br /&gt;
As injured dwarves require watering and feeding, hospital beds are best placed near a water source; preferably a [[well]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3863</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3863"/>
		<updated>2009-01-14T16:55:48Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: removed room category, mining more approprite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' will occur if constructions or ground tiles are detached from all supporting tiles (bridges and the like do not support constructions). Since it is only a placeholder, the system is highly unrealistic &amp;amp;ndash; you can hold up a giant megafortress by a slender pillar of soap. [[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 terrain ([[rock]], dirt, or [[construction]] that is completely disconnected from the rest of the world) will cave in. The game checks for terrain 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 terrain. There are not (m)any [[bridge]]s that will hold up the terrain.&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 falling &amp;lt;s&amp;gt;natural&amp;lt;/s&amp;gt; terrain is &amp;lt;s&amp;gt;encased in [[stone]] and must be dug out&amp;lt;/s&amp;gt; destroyed completely.{{verify}}&lt;br /&gt;
* Anything standing on the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. No pun intended.&lt;br /&gt;
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and thrown a few tiles, which may cause them to fall off a narrow bridge fifty z-levels above the ground.&lt;br /&gt;
* All [[building]]s and [[construction]]s under and above the falling area are destroyed&lt;br /&gt;
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed.&lt;br /&gt;
* Constructions will deconstruct when they collide with solid terrain.&lt;br /&gt;
* Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where natural terrain piles up and constructions deconstruct.&lt;br /&gt;
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s 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. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterward... you get the idea.&lt;br /&gt;
* If your [[dwarves]], [[animals]], items, or even the seven simultaneous [[goblin]] [[siege]]s at your [[door]] are unfortunate enough to be caught in a cave-in flow (which, by the way, travels up Z levels quite often) they will be pushed around and likely sucked into a lower level.&lt;br /&gt;
:* This can be used to an advantage (i.e. drop a [[wood]]en floor such that the cave-in flow will push the invaders into your magma [[moat]]).&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 (dwarves [[channel]]ing may sometimes tend to make this mistake) 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;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it.&lt;br /&gt;
&lt;br /&gt;
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur. &lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Intentional cave-ins serve four purposes:&lt;br /&gt;
&lt;br /&gt;
* Dams. Dropping a section of natural rock above an [[underground river]] can provide a way to dam the river. Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an [[aquifer]] you can't dig around. This only works with natural rock; [[constructions]] will revert to their components, and not block the river at all.&lt;br /&gt;
* Death. Since a cave-in kills most [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures. &lt;br /&gt;
* Easy removal of floor tiles. Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself!&lt;br /&gt;
* Destroying items. Elven siege left behind a bunch of worthless wooden weapons? Got some fire imp fat in your butcher's shop? Need an amusing way to off your stone? Smash it with a cave-in and you'll never see it again.&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Count_consort&amp;diff=27215</id>
		<title>40d:Count consort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Count_consort&amp;diff=27215"/>
		<updated>2009-01-14T16:21:05Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: added note about multiple consorts&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;
* Arrives with [[Count]]&lt;br /&gt;
| function=&lt;br /&gt;
* Making babies&lt;br /&gt;
}}&lt;br /&gt;
Your '''count consort''' arrives with the [[Count|Count/Countess]].&lt;br /&gt;
&lt;br /&gt;
Thus if your [[Count|Count/Countess]] dies, their replacement brings another consort: now you have two (or more...) irritating mandate-issuing blue-bloods about the place.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:The_one_horned_menace&amp;diff=46977</id>
		<title>40d Talk:The one horned menace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:The_one_horned_menace&amp;diff=46977"/>
		<updated>2009-01-14T14:36:29Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: ref. on unicorn page instead?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there ''really'' any reason for this page to exist? I mean who the heck referrs to it as &amp;quot;the one-horned menace&amp;quot; any more? --[[User:GreyMario|GreyMaria]] 01:50, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Tis a bit random, especailly as it's just a redirect page. I can't see many people searching for that. Make a reference on the unicorn page itself rather than an obscure redirect? --[[User:Khimaera UK|JK]] 09:36, 14 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khimaera_UK&amp;diff=46972</id>
		<title>User:Khimaera UK</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khimaera_UK&amp;diff=46972"/>
		<updated>2009-01-14T03:49:44Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Things he aspires to ==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/poi-3404-onereallybigroad Legendary mosaics...]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-309-copperblazes Fortresses of epic and expensive proportion...]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-2449-mountainbanners Beautiful feats of dwarven engineering...]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khimaera_UK&amp;diff=46971</id>
		<title>User:Khimaera UK</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khimaera_UK&amp;diff=46971"/>
		<updated>2009-01-14T03:43:09Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: New page: == Things he aspires to ==  [http://mkv25.net/dfma/poi-3404-onereallybigroad Mosaics of legendary proportions...]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Things he aspires to ==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/poi-3404-onereallybigroad Mosaics of legendary proportions...]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wages&amp;diff=46970</id>
		<title>Wages</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wages&amp;diff=46970"/>
		<updated>2009-01-14T02:45:00Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: Redirecting to Dwarven economy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[dwarven economy]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27254</id>
		<title>40d:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27254"/>
		<updated>2009-01-14T02:38:18Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: added information about wages and accounts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Requirements===&lt;br /&gt;
&lt;br /&gt;
The '''dwarven economy''' is unlocked when a [[baron]] arrives (or when a [[tax collector]] arrives; we're not quite certain).  In order for a baron to show up, you need 80 [[dwarves]] and an unknown amount of either created or exported wealth{{verify}} and perform 4 of the following in a single year: 25 [[crafts|crafting]] jobs, 25 [[metal]]-related jobs, 25 [[wood]]-related jobs, 10 [[gem]] jobs, 25 [[stone]] jobs, 25 [[food]] jobs.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002643] (note: As the details change from version to version, these numbers should be taken as approximate.)&lt;br /&gt;
&lt;br /&gt;
You may turn off the economy by editing \data\init\init.txt; line &amp;quot;[ECONOMY:NO]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
* [[Noble]]s and [[legendary]] dwarves may continue to appropriate anything they please, but all other dwarves get individual accounts.  They earn wages for performing most kinds of work and spend it on [[bedroom]] rent and [[food]].  Whatever's left over can be spent at [[shops]], which it now becomes possible to build.  Dwarves can purchase useful or desirable goods at shops and get happy [[thought]]s from doing so. Current wages can be viewed through the Job List screen: {{K|j}}-{{K|m}}-{{K|w}}.&lt;br /&gt;
&lt;br /&gt;
* The economy can be run with [[coins]], a locked vault of coins, or no coins at all.  Coins are minted at a [[forge]] out of [[copper]], [[silver]], [[gold]], and (depending on game version) other [[metal]]s.  In the current version (.32), it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make.  The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up.  Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress! You can inspect each dwarf's bank balance by looking at their profile: {{K|v}}-{{K|z}}.&lt;br /&gt;
&lt;br /&gt;
* [[Bedroom]]s may now only be assigned to those who can afford it.  Nobles and legendary dwarves pay no rent, and so may be assigned any room; all others will pay rent on their current [[room]] and, if they cannot pay, will be evicted and must find a cheaper place to sleep.  Make sure you have enough low-price rooms available (or at least [[bed]]s in the [[barracks]]).  The rental price can be seen when selecting the room with {{K|q}}; this figure is based on the total worth of [[furniture]], [[smoothing]] and [[decoration]], etc. in that room.&lt;br /&gt;
&lt;br /&gt;
* [[Food]] must also be purchased.  Dwarves that cannot afford quality meals must eat something of lower value ([[plump helmet]]s or [[meat]] are common choices).  Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest.&lt;br /&gt;
&lt;br /&gt;
* Either the dwarven economy or the baron are pre-requisites for many of the [[nobles]].  &lt;br /&gt;
&lt;br /&gt;
* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], [[siege]] size, or other game features or challenges is unknown.&lt;br /&gt;
&lt;br /&gt;
* It is possible to cause all rooms' rent to become 0 because rooms can become far too expensive otherwise, what with high quality furniture and the like. It's in the init under [ZERO_RENT:YES/NO].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This page is (still) a stub.  If you've verified that's something missing or incorrect here, add it in or discuss it on the talk page!}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Nobles_screen&amp;diff=46969</id>
		<title>40d Talk:Nobles screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Nobles_screen&amp;diff=46969"/>
		<updated>2009-01-14T02:02:03Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: New page: Perhaps we should merge the 'mandates' and 'demands' sections into this page? I'm not sure... --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps we should merge the 'mandates' and 'demands' sections into this page? I'm not sure... --[[User:Khimaera UK|JK]] 21:02, 13 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Nobles_screen&amp;diff=24798</id>
		<title>40d:Nobles screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Nobles_screen&amp;diff=24798"/>
		<updated>2009-01-14T01:59:30Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: added note about demands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nobles screen png.png|thumb|right|A screenshot of the nobles screen for a developed fortress.]]&lt;br /&gt;
&lt;br /&gt;
This screen contains a list of all of the [[Noble]]s and Administrators currently in the fortress.  It can be accessed by pressing {{key|n}} from the main game screen.&lt;br /&gt;
&lt;br /&gt;
When you first found a fortress, if you bring up this screen, you will have four nobles:  The [[Expedition Leader]], [[Manager|Outpost Manager]], [[Bookkeeper]], and [[Outpost Broker]].  Technically though, you only have one noble, filling all four roles.  By pressing {{key|r}}, you can replace that dwarf with another, for every position aside from the Expedition Leader.&lt;br /&gt;
&lt;br /&gt;
Pressing {{key|Enter}} with any of the positions highlighted brings you to a status screen of the selected Noble.  This screen is pretty worthless in the early part of the game, as your nobles don't really care about anything when the fortress is still small and survival is the biggest challenge.  As it grows though, so too does your nobles' greed.  Later, this screen will show a list of their current holdings, as well as their requirements.  Some nobles cannot perform their job without an [[Office]] for example, and this screen will show whether they hold an office or not, as well as whether the office is up to their exacting standards.&lt;br /&gt;
&lt;br /&gt;
Some nobles have settings that can be edited by highlighting them and pressing {{key|s}}:&lt;br /&gt;
* [[Bookkeeper]] - Allows you to set an accuracy target for his inventory of the fortress' goods (inaccurate counts will be rounded and have a ? next to them).  Not only does this determine the accuracy, but also the amount of time this dwarf must spend on the accounts.  Below the choices, you will get a status update as to which level of accuracy he has reached, and what percentage of the way he or she is to the next level of accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Noble Requirements ==&lt;br /&gt;
&lt;br /&gt;
To the right of the noble's name the [REQUIRE] text will sumarize the status of their requirements.  Pressing {{key|Enter}} will allow you to see what they require and if you have fulfilled it.&lt;br /&gt;
&lt;br /&gt;
Nobles' requirements are color-coded.&lt;br /&gt;
*Red means the noble does not have this at all, and you need to build it.&lt;br /&gt;
*Yellow means the noble has it, but is of inferior quality and demands improvement.&lt;br /&gt;
*White means the noble has it, and is sufficient.&lt;br /&gt;
*An aqua color means the noble has it, but does not require it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mandates]] and [[demands]] issued by nobles can also be monitored from this screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Demand&amp;diff=28411</id>
		<title>40d:Demand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Demand&amp;diff=28411"/>
		<updated>2009-01-14T01:56:26Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: reworded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''demand''' is a [[noble]]'s request that your [[dwarves]] build a specific item of [[furniture]] in one of their [[room]]s.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a demand, you will have about half a year to fulfill it.  Demands are always for furniture, and can be for either [[furniture]] of a certain type, like a [[table]], or [[furniture]] of a certain material, like [[copper]] items.  Sometimes they specify both, for example &amp;quot;green glass window in dining room&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Demands are announced at the bottom of the screen, but if you miss the message, you can see if a noble is demanding anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[DEMAND]' next to a noble's name is gray, he is making no demands.  If white, his current demands have been fulfilled or surpassed. If brown (or yellow when highlighted) the noble has stated their demand and has given you time to complete it. If red, the demanded is expected to have been completed already.&lt;br /&gt;
&lt;br /&gt;
Fulfilling the demand gives the noble a happy [[thought]]. If a demand goes without being fulfilled, the noble will be &amp;quot;[[thought|angered at the state of demands]]&amp;quot;. The longer the demand goes unfulfilled the unhappier the noble will get.{{verify}} There are no other direct consequences to failing to fill a demand. Eventually, an [[announcement]] may be made that the noble has simply &amp;quot;forgotten&amp;quot; the demand. &lt;br /&gt;
&lt;br /&gt;
Administrative dwarves (eg, manager, broker, record keeper) will not perform their functions unless their demands have been met. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Happy [[noble]]s make fewer mandates and demands than unhappy ones.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Demands should not be confused with [[mandate]]s.&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strangler&amp;diff=46559</id>
		<title>40d:Strangler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strangler&amp;diff=46559"/>
		<updated>2009-01-13T04:55:46Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: added game data from 'creature_standard'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Strangler|symbol=s|color=rgb(192, 192, 192)|size=6|fat=1|skin=yes|skulls=1|biome=&lt;br /&gt;
* Tropical Forest - Moist Broadleaf&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An omnious, hooting, three-eyed creature that predates on unwary adventurers. Encounters are rare, as they seem to appear only in evil tropical forests. They seem to have a liking for strangling adventurers resting in such areas, which is quite fitting.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:STRANGLER]&lt;br /&gt;
	[NAME:strangler:stranglers:strangler]&lt;br /&gt;
	[TILE:'s'][COLOR:0:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
	[PETVALUE:250]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:resounding hoots]&lt;br /&gt;
	[PREFSTRING:graceful leaps]&lt;br /&gt;
	[PREFSTRING:three eyes]&lt;br /&gt;
	[PREFSTRING:toothy maw]&lt;br /&gt;
	[BODY:HUMANOID_4ARMS:2EYES:1EYE:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:8:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Oriole&amp;diff=29263</id>
		<title>40d:Oriole</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Oriole&amp;diff=29263"/>
		<updated>2009-01-13T04:37:04Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: removed expansion note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''oriole''' is a [[vermin]] bird found in [[temperate]] [[broadleaf]] [[forests]]. It is tameable, and can be set as &amp;quot;available&amp;quot; for ownership. It can be caught with [[animal trap]] by someone with the [[trapping]] skill enabled. Like all vermin, it does not show up on the [u]nits page.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_ORIOLE]&lt;br /&gt;
	[NAME:oriole:orioles:oriole]&lt;br /&gt;
	[TILE:249][COLOR:6:0:1]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:400]&lt;br /&gt;
	[PETVALUE:30][NATURAL][PET]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Turtle&amp;diff=31981</id>
		<title>40d:Turtle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Turtle&amp;diff=31981"/>
		<updated>2009-01-13T04:35:33Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: added game object data from 'creature_reptiles'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Turtles''' exist on most maps, and wander in [[water]] sources, and along shoreline areas as well.  Raw turtles caught by [[fisherdwarf|fisherdwarves]] must be processed at a [[fishery]] by someone with the [[fish cleaner|fish cleaning]] [[skill]] before they can be consumed; turtles brought in the [[wagon]] on embarkation or bought from a [[caravan]] do not require cleaning. Consumption of a turtle leaves behind a turtle [[shell]] and turtle [[bone]]s. Shells are commonly demanded by dwarves who enter a [[Strange mood]], and as such, it may be a good idea to bring a stock of turtles with you upon embark.  Like most [[fish]], they can be harvested too aggressively, and become depleted until the next repopulating of [[vermin]]. When caught live, turtles can be kept in a terrarium or aquarium.&lt;br /&gt;
&lt;br /&gt;
If your [[dwarves]] are not eating your turtles fast enough for your preferences you can always delegate them to a dedicated stockpile in a sealed room, and remove the stockpile and lock the door to let them rot away, or [[forbid]] all other foodstuffs.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TURTLE]&lt;br /&gt;
	[NAME:turtle:turtles:turtle]&lt;br /&gt;
	[TILE:15][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_FISH][FISHITEM]&lt;br /&gt;
	[POPULATION_NUMBER:25:50]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PETVALUE:10][NATURAL][PET]&lt;br /&gt;
	[NOT_BUTCHERABLE][HASSHELL]&lt;br /&gt;
	[PREFSTRING:beauty]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Moghopper&amp;diff=42063</id>
		<title>40d:Moghopper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Moghopper&amp;diff=42063"/>
		<updated>2009-01-13T04:29:52Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: added game data from 'creature_other'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Moghopper''' is a type of fish, from which [[mog juice]] can be extracted. &lt;br /&gt;
&lt;br /&gt;
It is one of the few fish that can be [[Captured live fish|captured alive]], and the '''only''' one that produces an [[extract]]. Most notably, however, they have cute round tummies.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MOGHOPPER]&lt;br /&gt;
[NAME:moghopper:moghoppers:moghopper]&lt;br /&gt;
[TILE:249][COLOR:6:0:0]&lt;br /&gt;
[MODVALUE:3]&lt;br /&gt;
[NATURAL][PET]&lt;br /&gt;
[VERMIN_GROUNDER][FISHITEM][FREQUENCY:10]&lt;br /&gt;
[AMPHIBIOUS][SMALL_REMAINS][NO_SPRING][NO_AUTUMN][NO_WINTER][SAVAGE]&lt;br /&gt;
[POPULATION_NUMBER:250:500]&lt;br /&gt;
[EXTRACT:mog juice:2:0:1]&lt;br /&gt;
[EXTRACT_VALUE:50][EXTRACT_COOKABLE]&lt;br /&gt;
[SPEED:2900]&lt;br /&gt;
[GENPOWER:2]&lt;br /&gt;
[PETVALUE:20]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[PREFSTRING:round tummies]&lt;br /&gt;
[CREPUSCULAR]&lt;br /&gt;
[BIOME:ANY_POOL]&lt;br /&gt;
[STANDARD_FLESH]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10576</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10576"/>
		<updated>2009-01-13T02:54:37Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: /* Z levels? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Smoothing walls==&lt;br /&gt;
&amp;quot;Walls with ore or gems cannot be smoothed, much less detailed.&amp;quot; Is this still true? I'd heard that smoothing/engraving of ore veins is now possible. And yet again, I can't test because I'm reading the wiki at work while waiting for a database query to finish... &amp;gt;_&amp;gt; --[[User:Alfador|Alfador]] 17:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I deleted the comment about not being able to smooth ore or gems, because you CAN in this version (they all count as different types of rocks). Boo whoever copy pasted the article without looking at it.&lt;br /&gt;
&lt;br /&gt;
::what was the point in aechiving old wiki if people are going to copy and paste, please people if you are going to copy paste thourghly read the article to ensure all info is correct, i didnt read past this so there may be more but rooms are no longer diamonds, this is somehing really obvious and should have been picked up on by whoever copy pasted it otherwise we may as well stick with edditing old wiki. [[User:Thatguyyaknow|Thatguyyaknow]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==room value==&lt;br /&gt;
Is there a way to check what price a room currently has without counting it yourself? Just wanted to know if I counted right. --[[User:Mizipzor|Mizipzor]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::if the economy has started you might be able to, past that though probably not :( --[[User:Frostedfire|Frostedfire]] 18:17, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My dwarves' thoughts have lately included reference to dining in a &amp;quot;legendary&amp;quot; dining room, but the best one I currently have is listed as &amp;quot;Fine&amp;quot; when I assign it to someone.  Does this correspond directly to the value of the room (I intend to bring it up to Royal to find out) or is there something else at work there? [[User:Dolohov|Dolohov]] 10:55, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a proper closed bedroom in silty clay loam. There is a masterpiece bed in that room. The price of the bed is 120. The rental cost of the room is 99. Most (all?) other bedrooms also have their rental cost less then the sum of the furniture values. There could be 2 explanations: &lt;br /&gt;
1) rental cost is not exactly equal to the room value in this version.&lt;br /&gt;
2) the way room value is calculated is substantially different from the previous version.&lt;br /&gt;
--[[User:Another|Another]] 11:56, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
:''As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#009900;&amp;quot;&amp;gt;000173 ▪ (0.22.120.23a) [dwarf mode][nobles]   if you have a noble claim the same item with three of their rooms, it'll count three times in their holdings number&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Am I reading the changelog right? It looks like this bug was fixed in 23a. --[[User:Jackard|Jackard]] 02:31, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In that same section, it states that the value of a shared room is quartered. I've seen several times on the forum that the value of a shared room is only halved. This should be checked as well.  --[[User:Skanky|Skanky]] 03:14, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've only seen it as half, but I typically assign the two rooms to the same noble.  It could be that it's quatered if you assign the two rooms to two different nobles (and same for more rooms to one noble vs more than one).--[[User:Draco18s|Draco18s]] 17:42, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
MANY of the names in the thing are wrong. My epic dining room is described as &amp;quot;Legendary&amp;quot; and the beds that share the room get &amp;quot;Like a personal palace&amp;quot;--[[User:Shadow archmagi|Shadow archmagi]] 17:48, 28 February 2008 (EST)&lt;br /&gt;
:Are you going by the {{key|r}}oom list or by dwarf thoughts? The article refers to the actual room grade rather than how impressed dwarves are by the room. [[User:VengefulDonut|VengefulDonut]] 19:42, 28 February 2008 (EST)&lt;br /&gt;
:: Oh dear. My mistake. Letsee... you're right. Bedrooms are Grand and the dining room is Royal. My mistake. --[[User:Shadow archmagi|Shadow archmagi]] 20:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== doors ==&lt;br /&gt;
It seems doors don't count anymore in 38c? Every room i checked where the door should move it to the next quality level, it doesn't. This also is true for my artifact door which before turned a room into royal; it's gone now. --[[User:Koltom|Koltom]] 08:10, 17 March 2008 (EDT)&lt;br /&gt;
: What if the door is set as internal? -- [[User:Zardus|Zardus]] 20:14, 18 April 2008 (EDT)&lt;br /&gt;
:: Then it is counted, but such can make room overlapping difficult.  Does anyone know why it was removed? I am saddened by my Artifact door not working right. --[[User:Stalinbulldog|Stalinbulldog]] 21:57, 11 June 2008 (EDT)&lt;br /&gt;
: Doors seem to add to the room's value if the room (as in the blinking teal X's when you q-select the room's defining furniture) extends over the door.  However, by default, a room will stop at an external door without actually including that tile.  So this means that the easiest way to include a door in a room's value is to set it to internal.  However, if you define a room in such a way as to include the door's tile (such as defining the room before you order the door built), you can then set up the door and it will still count towards the room's value. Note that the room's value won't necessarily change by the exact value of the door, due to the newly-added tile affecting the value as well. [[User:LegacyCWAL|LegacyCWAL]] 13:55, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== engravings ==&lt;br /&gt;
How do you tell which side of the wall engravings are on?  Do they still have a direction?  [[User:QMarx|QMarx]] 01:36, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think they're on both sides of the wall.  At least, if i have two 5x3 rooms that share a wall, and I engrave all the walls for the two rooms, both rooms are of the same quality.  I'd have to do some specific testing to see if one is worth more but not enough for a difference in quality level... --[[User:Squirrelloid|Squirrelloid]] 01:43, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coffin, Red highlight and (S) ==&lt;br /&gt;
&lt;br /&gt;
When viewing rooms using &amp;quot;r&amp;quot;, what does a red highlight and (S) mean? Also, there isn't anything wrong with sticking their own coffin in their room right?--[[User:Seaneat|Seaneat]] 16:19, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I believe that red room names in the rooms panel mean that the room overlaps with another room and thus the value of both rooms is diminished. --[[User:Toloran|Toloran]] 20:52, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== finding a dwarfes room(s) ==&lt;br /&gt;
&lt;br /&gt;
Am i right that the {{k|r}}ooms screen is meant to let you jump straight to a specific dwarfs room when it is fully implemented?&lt;br /&gt;
&lt;br /&gt;
In the meantime, other than by looking at every table/chair/bed/cage/coffin/statue, how do I find all the (X)rooms allocated to Domas Othsinlolar (or any of his fellows)?[[User:GarrieIrons|GarrieIrons]] 06:52, 8 July 2008 (EDT)&lt;br /&gt;
:press t after highlighting the room to view the item that makes it so.--[[User:Seaneat|Seaneat]] 13:40, 8 July 2008 (EDT)&lt;br /&gt;
::What I was getting at: &lt;br /&gt;
:::When my [[rock hauler]] gets elected [[Mayor]], how do I find his bedroom to free it, so I can allocate him a new one? Do I have to look at every bedroom using either {{k|q}} or {{k|t}}, or is there another way where I can &amp;quot;look up the dwarf&amp;quot; then see all the rooms allocated to him. I hope that is clearer.[[User:GarrieIrons|GarrieIrons]] 07:41, 1 August 2008 (EDT)&lt;br /&gt;
::::Workaround: you can allocate a new bedroom to your new mayor without bothering with his former bedroom, which will automatically be allocated to nobody. Your only problem now is that you have a crappy hauler bedroom somewhere, which is free. At some point that evasive free bedroom might be claimed by a homeless dwarf.--[[User:Aykavil|Aykavil]] 07:59, 1 August 2008 (EDT)&lt;br /&gt;
:::::This does not work. I just tried moving all my Metalsmiths to a new set of quarters, and they all ended up wit two bedrooms (vr 28_181_40d). Instead, I had to open the {{k|r}}room window, and locate the dwarf on the list, and use {{k|t}} to zoom to the listed entry in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Idea ==&lt;br /&gt;
&lt;br /&gt;
Here's a hint.. In my current game I was having trouble getting my Count's rooms up to an acceptable level. I had a lever in his bedroom with artifact mechanisms that raised the bedroom to royal, but unfortunately I have no very good metalcrafters or masons to make good enough furniture for the other rooms. I did have a legendary weaponsmith though, so I made him construct some steel serrated discs and spiked balls. When masterful, these are worth 3600 each. Then I just constructed a weapon trap in the throne room and it became opulent right away. Too bad there's no way to place armor in a room in a similar way, a steel plate mail that requires the same amount of material is worth 15k even when just exceptional. -- [[User:D64|D64]] 07:58, 28 July 2008 (EDT)&lt;br /&gt;
:masons can now make native gold statues if you enable native gold for general use,--[[User:Eerr|Eerr]] 17:32, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Z levels? ==&lt;br /&gt;
&lt;br /&gt;
I've got a question pertaining to Z levels. Can rooms span multiple Z levels? Does it require a floor hatch? This question is prompted by a floor hatch having the internal/external option. If they can, then I'm in luck, since my communal bedroom (entirely smoothed and engraved) is over a massive smoothed and engraved stockpile.&lt;br /&gt;
&lt;br /&gt;
[[User:Erathoniel|Erathoniel]] 18:30, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Nope, same Z-level only. [[User:LegacyCWAL|LegacyCWAL]] 13:57, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've added a note about this in the main article and taken away the old-version warning. But it's sparked an interesting question. If you have an area which spans several z-levels, and you define the lowest level as a room, will the dwarves 'look up' and admire any engravings or such one z-level above their room? --[[User:Khimaera UK|JK]] 21:54, 12 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8856</id>
		<title>40d:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8856"/>
		<updated>2009-01-13T02:52:25Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is a room? ==&lt;br /&gt;
&lt;br /&gt;
The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]]: you have to select the [[bed]] &amp;lt;!--how-to is in the following paragraph--&amp;gt; and define a bedroom. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s: it is a [[zone]] of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty. Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble|noble's]] requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Creating rooms ==&lt;br /&gt;
&lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it to internal in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.&lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space.&lt;br /&gt;
&lt;br /&gt;
Rooms can not span z-levels; when you define a room it can only be on a single level.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
== Types of rooms ==&lt;br /&gt;
&lt;br /&gt;
* Archery Range, defined from an [[archery target]]&lt;br /&gt;
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]&lt;br /&gt;
* [[Bedroom]], defined from a [[bed]]&lt;br /&gt;
* [[Dining room]], defined from a [[table]]&lt;br /&gt;
* [[Jail]], defined from a [[cage]] or [[restraint]]&lt;br /&gt;
* [[Meeting hall]], defined from a [[well]] or [[table]]&lt;br /&gt;
* [[Sculpture garden]], defined from a [[statue]]&lt;br /&gt;
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]&amp;lt;br /&amp;gt;(These are actually the same thing, even though the game refers to them with different names)&lt;br /&gt;
* [[Tomb]], defined from a [[coffin]]&lt;br /&gt;
* [[Zoo]], defined from a [[cage]] or [[aquarium]]&lt;br /&gt;
&lt;br /&gt;
== Room quality ==&lt;br /&gt;
&lt;br /&gt;
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and [[furniture|furnishings]]. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
* [[Furniture]] adds to the quality, &amp;lt;s&amp;gt;by exactly the value of the furniture&amp;lt;/s&amp;gt;(most likely no longer true), which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any decorations. Price adjustments by nobles do not affect this value. [[Statue]]s and [[window]]s are a special case; any wall they block access to does not count towards room value.&lt;br /&gt;
&lt;br /&gt;
* Floor and wall grids add to value. See table below.&lt;br /&gt;
* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is lowered for those rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
&lt;br /&gt;
==== The room ====&lt;br /&gt;
Taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000691 Draxxalon's study.] ('''wrong/outdated''') Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)&lt;br /&gt;
&lt;br /&gt;
{|{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray rock]] || 1 || 4 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Light/dark rock]] || 2 || 14 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]] || 3 || 21 || 3 || 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Double engraving (detailing) of grey rock has a base value of 10. This is multiplied by [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). The values for detailed light and dark [[stone]] are unexpected and may be buggy in the current version.&lt;br /&gt;
&lt;br /&gt;
* Example: a 3x3 Room&lt;br /&gt;
 XXXXX&lt;br /&gt;
 X...X&lt;br /&gt;
 X...X&lt;br /&gt;
 X....&lt;br /&gt;
 XXXXX&lt;br /&gt;
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all grey rock.&lt;br /&gt;
Building a floor on top of engraved tiles adds to the room value. This comes handy if space is a premium. (Build platinum floor tiles on top of engraved rock - bliss!)&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
All standard furniture ([[bed]]s, [[coffer]]s, [[weapon rack]]s, etc.) has a base [[value]] of 10. The value of doors is unknown but they seem to be counted in somehow. The base value is multiplied by the material value and the item's [[quality]]. For example, a *Marble Door* is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room. &lt;br /&gt;
&lt;br /&gt;
* The floor space that the furniture is standing on still counts.&lt;br /&gt;
* Windows, no matter how valuable, don't add to room value.&lt;br /&gt;
* Statues (basic value 25) block the tile they're built on.  They might also cause any wall they're blocking to no longer contribute to room value.&lt;br /&gt;
&lt;br /&gt;
==== Artifacts ====&lt;br /&gt;
If you are the lucky owner of [[artifact]] furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' artifact will be worth more than 10000☼, boosting the room to '''royal'''.&lt;br /&gt;
&lt;br /&gt;
=== Specific room quality grades ===&lt;br /&gt;
&lt;br /&gt;
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
! [[Bedroom]] !! [[Dining room]] !! [[Office]] !! [[Tomb]] !! Rent&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters || Modest Dining Room || Modest Office || Servant's Burial Chamber || 100 - 249&lt;br /&gt;
|-&lt;br /&gt;
| Quarters || Dining Room || Office || Burial Chamber || 250 - 499&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters || Fine Dining Room || Splendid Office || Fine Tomb || 1000 - 1499&lt;br /&gt;
|-&lt;br /&gt;
| Great Quarters || Great Dining Room || Throne Room || Mausoleum || 1500 - 2499&lt;br /&gt;
|-&lt;br /&gt;
| Grand Quarters || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2500 - 9999&lt;br /&gt;
|-&lt;br /&gt;
| Royal Quarters || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10000+&lt;br /&gt;
|}&lt;br /&gt;
Examples:&lt;br /&gt;
* Modest Quarters:&lt;br /&gt;
** a 3x2 room with one or two masterpieces in it.&lt;br /&gt;
** a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ).&lt;br /&gt;
* Quarters:&lt;br /&gt;
** 3x2, smooth walls, two or more excellent pieces of furniture. &lt;br /&gt;
** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an exceptional (triple [[bar]]) door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).&lt;br /&gt;
* Decent Quarters:&lt;br /&gt;
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a masterpiece door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).&lt;br /&gt;
** A 5x5 room, double detailed floor, good quality furniture.&lt;br /&gt;
* Grand Quarters:&lt;br /&gt;
** A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture.&lt;br /&gt;
** A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece.&lt;br /&gt;
&lt;br /&gt;
== Saving on noble's rooms ==&lt;br /&gt;
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts.  If the [[king]] shows up, you must furnish this room to four times the &amp;quot;Royal&amp;quot; quality for it to count as Royal or just build a separate room for him.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11850</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11850"/>
		<updated>2009-01-10T11:22:36Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: /* Lifevis?! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
Would be great to get the majority of these uploaded to the [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)].  I'm having trouble with some of the currently linked hosting sites.  I've just gotten Regional Prospector, so I'll see about getting that one up.  Thanks guys! --[[User:SlMagnvox|SlMagnvox]] 14:33, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accent Removal ===&lt;br /&gt;
I added the accent removal utility here from [[Accent Removal]], since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? [[User:Zardus|Zardus]] 00:51, 15 May 2008 (EDT)&lt;br /&gt;
:[[User:Jackard/Accent_Removal|Accent removal tutorial]] contains detailed instructions on the subject. I think, we could replace the whole thing on utility page with one link. [[User:Nophotoavailable|Nophotoavailable]] 20:58, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Foreman ===&lt;br /&gt;
Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
:It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to?  I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me.  Even dwarfidpos is a little unclear.&lt;br /&gt;
&lt;br /&gt;
 dwarfidpos = Address of Dwarf Race ID&lt;br /&gt;
 critter_start = Start of Main Creature Vector&lt;br /&gt;
 profession_start = Offset into Main Creature Vector the array of jobs.&lt;br /&gt;
[[User:Jifodus|Jifodus]] 00:41, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone know the values for v0.28.181.39f? --[[User:Aristoi|Aristoi]] 18:18, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Still no word on 39f? Perhaps we can get a little write-up on how to discover the appropriate values added to the foreman homepage. That way, when a new version of DF is released, any number of people could search for and contribute the new values, instead of depending on the few people who already know the process. --[[SWSaunders|SWSaunders]] 09:10, 12 August 2008 (ADT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Jerethi50, beat me to it.  When I went to enter the values you already had!  SWSaunders:  What I did (having never done this before) was to download a memory viewer (HxD hexeditor) and then look at the old version vs the new version in memory.  In the old version, I found the character at the dwarfidpos address and searched forward till I found that in the new file.  For critter_start I went to the old process and found it there, then searched forward in the new process till I found the pattern match (it wasn't too far).  The data was different but the pattern was the same.  The profession offset hasn't changed so I left it as is. --[[User:Aristoi|Aristoi]] 11:13, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That's exactly how I do it, except I have written a program that does it for me, since it saves time. I also tend to forget to post Dwarf Foreman's new config during updating. Usually I remember to update the tables at http://www.geocities.com/jifodus/tables/ini_jifodus/ and that has all the information you'd need (critter_start=[creature_data].base; profession_start=[creature_data].jobs); however, it seems I didn't update it this last go around. If you wander around my website, you should be able to find enough information posted there (provided you can understand it all) to learn how to update foreman for yourself. --[[User:Jifodus|Jifodus]] 22:22, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with previous versions of Dwarf Fortress, update the config file as shown below.&lt;br /&gt;
&lt;br /&gt;
==== v0.27.168.33g ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.173.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01aa9d3a&lt;br /&gt;
critter_start=015124f4&lt;br /&gt;
dwarfidpos=0131f1b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01a16957&lt;br /&gt;
critter_start=015134f4&lt;br /&gt;
dwarfidpos=013201b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b89dbc&lt;br /&gt;
critter_start=01513514&lt;br /&gt;
dwarfidpos=013201d8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39d ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b0747e&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39e ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b76baa&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39f ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=036276be&lt;br /&gt;
critter_start=01575dec&lt;br /&gt;
dwarfidpos=01382690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=03186cb3&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=032e896f&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d2 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01807735&lt;br /&gt;
critter_start=014D1404&lt;br /&gt;
dwarfidpos=012DD2F8&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d3 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0191B535&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d4 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0190599F&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d5 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=019687A7&lt;br /&gt;
critter_start=014D5434&lt;br /&gt;
dwarfidpos=012E1328&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d6 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=018D14AA&lt;br /&gt;
critter_start=014EDE3C&lt;br /&gt;
dwarfidpos=012F9D30&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d7 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01A78193&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d8 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01860A3C&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d9 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01318B82&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Prospector?==&lt;br /&gt;
I notice the Regional Prospector utility is no longer listed - what happened to it and did it get updated to the newest version? --[[User:Squirrelloid|Squirrelloid]] 05:20, 20 November 2008 (EST)&lt;br /&gt;
:The functionality is now provided on the embark screen, so the utility is obsolete. [[User:Random832|Random832]] 08:38, 20 November 2008 (EST)&lt;br /&gt;
::Except it really isn't.  Yeah, I can have it search the world for a site for me, but it doesn't tell me where exactly those features are - so if I want to play with size or location a little bit I don't know if I'm losing anything.  It also returns only one hit, which can make finding the type of site you want hard, especially as some variables (tree cover, relative elevation, diversity of alignment/biomes) can't be searched over making that first hit with an underground river and magma pipe (or whatever) not necessarily the one you want.  --[[User:Squirrelloid|Squirrelloid]] 10:42, 20 November 2008 (EST)&lt;br /&gt;
:::Yes, it is. Regional Prospector would make the game show various features on the local embark map such as chasms, magma vents and magma pools. This is now supported natively by changing the &amp;quot;SHOW_EMBARK_???&amp;quot; variables in the init.txt file to &amp;quot;ALWAYS&amp;quot;. Same functionality. The site finder feature which you're referring to is an additional feature, which indeed doesn't yet work perfectly. --[[User:Janus|Janus]] 11:06, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Similar variables have to be set during worldgen, although I believe they are set to &amp;quot;show&amp;quot; by default.--[[User:Maximus|Maximus]] 12:44, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Say, does anyone know of a list that explains the symbols that Prospector uses? It took me forever to be certain that a red single tilde was a magma pool, while a red double-tilde (a.k.a. squiggly equal sign) was a magma ''pipe'', and there are still a couple symbols I'm not sure about...&lt;br /&gt;
:--[[User:Macdjord|Macdjord]] 13:12, 20 November 2008 (EST)&lt;br /&gt;
:: There used to be a map key in the '''RP''' section.   [[http://www.dwarffortresswiki.net/index.php?title=Utilities&amp;amp;oldid=28602#Regional_Prospector history]]&lt;br /&gt;
&lt;br /&gt;
== Lifevis?! ==&lt;br /&gt;
&lt;br /&gt;
There's a realtime replacement for 3Dwarf out: [http://www.bay12games.com/forum/index.php?topic=29314.0] (yes, i made the thread, but no i don't claim any credit for the util.) It should '''totally''' be added to the list! But where?&lt;br /&gt;
:Wow I just took a look at Lifevis, it's really something special! I guess it would come under &amp;quot;Movies, Screenshots, Map Files&amp;quot; best, although perhaps we need a whole new &amp;quot;3d utilities&amp;quot; section. Either way, it should definitely be included.&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35412</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35412"/>
		<updated>2009-01-09T01:45:04Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29074</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29074"/>
		<updated>2009-01-07T23:17:45Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tameable? ==&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Disappointment ==&lt;br /&gt;
&lt;br /&gt;
I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tiny? ==&lt;br /&gt;
&lt;br /&gt;
Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Burning items ...  ==&lt;br /&gt;
&lt;br /&gt;
IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
&lt;br /&gt;
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
&lt;br /&gt;
== They're [FANCIFUL]...? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== After being tamed ==&lt;br /&gt;
&lt;br /&gt;
Will the defend themselves if they get attacked? I would love burning the bloody goblins who go after my dwarf families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning Injured? ==&lt;br /&gt;
&lt;br /&gt;
I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
&lt;br /&gt;
It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
&lt;br /&gt;
:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Footprints ==&lt;br /&gt;
&lt;br /&gt;
From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Krinkle posted:'''&lt;br /&gt;
&lt;br /&gt;
holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
&lt;br /&gt;
''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
&lt;br /&gt;
I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapped! ==&lt;br /&gt;
&lt;br /&gt;
I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
&lt;br /&gt;
== Bugged Dragon? ==&lt;br /&gt;
&lt;br /&gt;
I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire too weak? ==&lt;br /&gt;
&lt;br /&gt;
Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
&lt;br /&gt;
I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43750</id>
		<title>40d:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43750"/>
		<updated>2009-01-07T02:01:17Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D for Dwarf]]{{D for Dwarf}}&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.&lt;br /&gt;
&lt;br /&gt;
== Conventional catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress.  Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queens, and toms.  Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Conventional catsplosion ===&lt;br /&gt;
==== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control ====&lt;br /&gt;
One word : [[cage]]&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Getting rid of the unwanted cats ====&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]]. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.&lt;br /&gt;
* [[Trading]].  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.&lt;br /&gt;
* [[Trap#Other_traps|Execution Traps]].  Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.&lt;br /&gt;
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door. And then connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.&lt;br /&gt;
* [[Modding]].  See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.&lt;br /&gt;
&lt;br /&gt;
== Thermonuclear catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''thermonuclear catsplosion''' is only possible by [[modding]], it is also known as the &amp;quot;Hot Pussy Syndrome&amp;quot; (compare to CWS above), but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat.  A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature of 40000 degrees Urist&amp;amp;mdash;30032 degrees Fahrenheit, 16666&amp;amp;#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&amp;amp;mdash;which is equivalent to over three times the surface temperature of the sun.&lt;br /&gt;
&lt;br /&gt;
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion.  Their findings have been released to the public as part of the Shockingly Awesome campaign.&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]&lt;br /&gt;
&lt;br /&gt;
== Differences between catsplosions ==&lt;br /&gt;
&lt;br /&gt;
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor.  Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12441</id>
		<title>40d:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12441"/>
		<updated>2009-01-07T01:17:53Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any object that is normally fashioned out of a naturally-occurring (&amp;quot;rough-hewn&amp;quot;) wall can also be built on a completely empty tile as a '''construction'''.  This includes [[stair]]s, [[ramp]]s, [[fortification]]s, and even new [[wall]]s and [[floor]]s.  &lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;built&amp;quot;, constructions are not the same as [[building]]s (such as [[workshop]]s or [[furniture]]), instead functioning as inert terrain objects.  Once built, you cannot interact with constructions via the {{k|q}} or {{k|t}} menus (although you can suspend or cancel their construction via these keys).&lt;br /&gt;
&lt;br /&gt;
To build a construction, type {{k|b}}-{{k|C}}.  A construction can be built out of any type of [[stone]], [[block]]s, [[bar]]s, or [[wood]], and requires a [[mason]] if made out of stone, glass or soap; a [[carpenter]] if made out of wood; or any kind of [[metalsmith]] if made out of [[metal]]. &lt;br /&gt;
&lt;br /&gt;
Constructions behave the same as objects fashioned out of natural rock, although the manner in which they are removed is different.  Stairs and ramps made from natural rock are removed via &amp;quot;Remove Up Stairs/Ramps&amp;quot; ({{k|d}}-{{k|z}}); non-constructed walls and fortifications must be [[mining|mined]] out ({{k|d}}-{{k|d}}); and natural floors are removed by digging a [[channel]] ({{k|d}}-{{k|h}}).  However, all ''constructed'' objects of any type are removed via &amp;quot;Remove Construction&amp;quot; ({{k|d}}-{{k|n}}).  No specific [[labor]] is required to remove a construction, regardless of what labor was required to build it: even [[children]] can and will remove constructions (in fact they do so with glee).  Makes you wonder how they can be so effective at stopping enemies.&lt;br /&gt;
&lt;br /&gt;
Building a construction on a smoothed or additionally engraved floor will remove the smoothing, see removal behavior, and also the engraving. This will give the engraver the usual unhappy thought from art defacement in the case of a masterful engraving.&lt;br /&gt;
&lt;br /&gt;
The most valuable material constructions can be made from is masterful tallow soap made from the tallow of a [MODVALUE:50] creature such as a dragon, which is worth 15000 a bar.&lt;br /&gt;
&lt;br /&gt;
== Strange removal behavior ==&lt;br /&gt;
&lt;br /&gt;
Once a constructed wall or floor is built, then removed, the remaining floor changes to reflect the base rock of the tile, rather than any stone, ore or [[gem]] vein. For instance, if you were to build a wall on a square of a mined-out [[hematite]] seam within a [[basalt]] rock layer, then remove the wall construction, the floor underneath would become basalt, rather than the original hematite.&lt;br /&gt;
More to it, if the floor was smoothed, it will become rough again, and engravings will not return.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Nobles_screen&amp;diff=24797</id>
		<title>40d:Nobles screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Nobles_screen&amp;diff=24797"/>
		<updated>2009-01-06T00:18:23Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nobles screen png.png|thumb|right|A screenshot of the nobles screen for a developed fortress.]]&lt;br /&gt;
&lt;br /&gt;
This screen contains a list of all of the [[Noble]]s and Administrators currently in the fortress.  It can be accessed by pressing {{key|n}} from the main game screen.&lt;br /&gt;
&lt;br /&gt;
When you first found a fortress, if you bring up this screen, you will have four nobles:  The [[Expedition Leader]], [[Manager|Outpost Manager]], [[Bookkeeper]], and [[Outpost Broker]].  Technically though, you only have one noble, filling all four roles.  By pressing {{key|r}}, you can replace that dwarf with another, for every position aside from the Expedition Leader.&lt;br /&gt;
&lt;br /&gt;
Pressing {{key|Enter}} with any of the positions highlighted brings you to a status screen of the selected Noble.  This screen is pretty worthless in the early part of the game, as your nobles don't really care about anything when the fortress is still small and survival is the biggest challenge.  As it grows though, so too does your nobles' greed.  Later, this screen will show a list of their current holdings, as well as their requirements.  Some nobles cannot perform their job without an [[Office]] for example, and this screen will show whether they hold an office or not, as well as whether the office is up to their exacting standards.&lt;br /&gt;
&lt;br /&gt;
Some nobles have settings that can be edited by highlighting them and pressing {{key|s}}:&lt;br /&gt;
* [[Bookkeeper]] - Allows you to set an accuracy target for his inventory of the fortress' goods (inaccurate counts will be rounded and have a ? next to them).  Not only does this determine the accuracy, but also the amount of time this dwarf must spend on the accounts.  Below the choices, you will get a status update as to which level of accuracy he has reached, and what percentage of the way he or she is to the next level of accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Noble Requirements ==&lt;br /&gt;
&lt;br /&gt;
To the right of the noble's name the [REQUIRE] text will sumarize the status of their requirements.  Pressing {{key|Enter}} will allow you to see what they require and if you have fulfilled it.&lt;br /&gt;
&lt;br /&gt;
Nobles' requirements are color-coded.&lt;br /&gt;
*Red means the noble does not have this at all, and you need to build it.&lt;br /&gt;
*Yellow means the noble has it, but is of inferior quality and demands improvement.&lt;br /&gt;
*White means the noble has it, and is sufficient.&lt;br /&gt;
*An aqua color means the noble has it, but does not require it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mandates]] issued by nobles can also be monitored from this screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Nobles_screen&amp;diff=24796</id>
		<title>40d:Nobles screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Nobles_screen&amp;diff=24796"/>
		<updated>2009-01-06T00:15:44Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nobles screen png.png|thumb|right|A screenshot of the nobles screen for a developed fortress.]]&lt;br /&gt;
&lt;br /&gt;
This screen contains a list of all of the [[Noble]]s and Administrators currently in the fortress.  It can be accessed by pressing {{key|n}} from the main game screen.&lt;br /&gt;
&lt;br /&gt;
When you first found a fortress, if you bring up this screen, you will have four nobles:  The [[Expedition Leader]], [[Manager|Outpost Manager]], [[Bookkeeper]], and [[Outpost Broker]].  Technically though, you only have one noble, filling all four roles.  By pressing {{key|r}}, you can replace that dwarf with another, for every position aside from the Expedition Leader.&lt;br /&gt;
&lt;br /&gt;
Pressing {{key|Enter}} with any of the positions highlighted brings you to a status screen of the selected Noble.  This screen is pretty worthless in the early part of the game, as your nobles don't really care about anything when the fortress is still small and survival is the biggest challenge.  As it grows though, so too does your nobles' greed.  Later, this screen will show a list of their current holdings, as well as their requirements.  Some nobles cannot perform their job without an [[Office]] for example, and this screen will show whether they hold an office or not, as well as whether the office is up to their exacting standards.&lt;br /&gt;
&lt;br /&gt;
Some nobles have settings that can be edited by highlighting them and pressing {{key|s}}:&lt;br /&gt;
* [[Bookkeeper]] - Allows you to set an accuracy target for his inventory of the fortress' goods (inaccurate counts will be rounded and have a ? next to them).  Not only does this determine the accuracy, but also the amount of time this dwarf must spend on the accounts.  Below the choices, you will get a status update as to which level of accuracy he has reached, and what percentage of the way he or she is to the next level of accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Noble Requirements ==&lt;br /&gt;
&lt;br /&gt;
To the right of the noble's name the [REQUIRE] text will sumarize the status of their requirements.  Pressing {{key|Enter}} will allow you to see what they require and if you have fulfilled it.&lt;br /&gt;
&lt;br /&gt;
Nobles' requirements are color-coded.&lt;br /&gt;
*Red means the noble does not have this at all, and you need to build it.&lt;br /&gt;
*Yellow means the noble has it, but is of inferior quality and demands improvement.&lt;br /&gt;
*White means the noble has it, and is sufficient.&lt;br /&gt;
*An aqua color means the noble has it, but does not require it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Nobles_screen&amp;diff=24795</id>
		<title>40d:Nobles screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Nobles_screen&amp;diff=24795"/>
		<updated>2009-01-06T00:15:14Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This screen contains a list of all of the [[Noble]]s and Administrators currently in the fortress.  It can be accessed by pressing {{key|n}} from the main game screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nobles screen png.png|thumb|right|A screenshot of the nobles screen for a developed fortress.]]&lt;br /&gt;
&lt;br /&gt;
When you first found a fortress, if you bring up this screen, you will have four nobles:  The [[Expedition Leader]], [[Manager|Outpost Manager]], [[Bookkeeper]], and [[Outpost Broker]].  Technically though, you only have one noble, filling all four roles.  By pressing {{key|r}}, you can replace that dwarf with another, for every position aside from the Expedition Leader.&lt;br /&gt;
&lt;br /&gt;
Pressing {{key|Enter}} with any of the positions highlighted brings you to a status screen of the selected Noble.  This screen is pretty worthless in the early part of the game, as your nobles don't really care about anything when the fortress is still small and survival is the biggest challenge.  As it grows though, so too does your nobles' greed.  Later, this screen will show a list of their current holdings, as well as their requirements.  Some nobles cannot perform their job without an [[Office]] for example, and this screen will show whether they hold an office or not, as well as whether the office is up to their exacting standards.&lt;br /&gt;
&lt;br /&gt;
Some nobles have settings that can be edited by highlighting them and pressing {{key|s}}:&lt;br /&gt;
* [[Bookkeeper]] - Allows you to set an accuracy target for his inventory of the fortress' goods (inaccurate counts will be rounded and have a ? next to them).  Not only does this determine the accuracy, but also the amount of time this dwarf must spend on the accounts.  Below the choices, you will get a status update as to which level of accuracy he has reached, and what percentage of the way he or she is to the next level of accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Noble Requirements ==&lt;br /&gt;
&lt;br /&gt;
To the right of the noble's name the [REQUIRE] text will sumarize the status of their requirements.  Pressing {{key|Enter}} will allow you to see what they require and if you have fulfilled it.&lt;br /&gt;
&lt;br /&gt;
Nobles' requirements are color-coded.&lt;br /&gt;
*Red means the noble does not have this at all, and you need to build it.&lt;br /&gt;
*Yellow means the noble has it, but is of inferior quality and demands improvement.&lt;br /&gt;
*White means the noble has it, and is sufficient.&lt;br /&gt;
*An aqua color means the noble has it, but does not require it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Nobles_screen_png.png&amp;diff=46779</id>
		<title>File:Nobles screen png.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Nobles_screen_png.png&amp;diff=46779"/>
		<updated>2009-01-06T00:10:14Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: A screenshot of the &amp;quot;Nobles screen&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of the &amp;quot;Nobles screen&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hospital&amp;diff=46777</id>
		<title>40d:Hospital</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hospital&amp;diff=46777"/>
		<updated>2009-01-05T22:50:28Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: New page: Whilst hospital 'rooms' can not currently be defined, Toady has stated that beds which are not in any defined room are considered hospital beds. Dwarves will recover faster when sleeping o...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whilst hospital 'rooms' can not currently be defined, Toady has stated that beds which are not in any defined room are considered hospital beds. Dwarves will recover faster when sleeping on them.&lt;br /&gt;
&lt;br /&gt;
As injured dwarves require watering and feeding, hospital beds are best placed near a water source; preferably a [[well]].&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Icon&amp;diff=46765</id>
		<title>v0.34:Icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Icon&amp;diff=46765"/>
		<updated>2009-01-04T23:56:35Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: Redirecting to Status icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status icons]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=26097</id>
		<title>Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=26097"/>
		<updated>2009-01-04T22:14:42Z</updated>

		<summary type="html">&lt;p&gt;Khimaera UK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armok is the god of [[Blood]].&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
&lt;br /&gt;
The almighty God, Armok, is named after the variable &amp;quot;arm_ok&amp;quot; from Tarn Adams' fantasy game dragslay (an early precursor of Dwarf Fortress). The variable counted &amp;quot;the number of arms you have left, for inventory purposes.&amp;quot; ([http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=2 Source])&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Khimaera UK</name></author>
	</entry>
</feed>