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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kyace</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=Kyace"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Kyace"/>
	<updated>2026-04-07T09:58:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23937</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23937"/>
		<updated>2008-07-03T11:05:07Z</updated>

		<summary type="html">&lt;p&gt;Kyace: /* Noble children don't become nobles right? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
{{unsigned|Doler 12}}&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Noble children don't become nobles right? ==&lt;br /&gt;
&lt;br /&gt;
I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23444</id>
		<title>40d Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23444"/>
		<updated>2008-07-02T00:42:19Z</updated>

		<summary type="html">&lt;p&gt;Kyace: /* Do pressure plates work with civilians? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Approximately how long after a pressure plate is stepped on will it's effects happen?&lt;br /&gt;
For instance, I have a pressure plate. Two squares away is a pit trap linked to the plate. Will that work at all?--[[User:Tarsier|Tarsier]] 22:50, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, consider the fact that different creatures move at different speeds, the trap may be too fast or too slow for them, or it might be just right, you can't be sure until you test it. Have some captured goblin run through it and have a cage trap a little further in case they make it through alive. If i were you, I would make at least 2 tile long pit trap. --[[User:Digger|Digger]] 23:28, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The higher quality your mechanisms are, the faster they work, or so the rumor goes.  --[[User:Chrispy|Chrispy]] 13:49, 26 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That rumor holds no merit with bridges. Yes, I counted the frames. --[[User:Savok|Savok]] 15:47, 26 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More detailed instructions? ==&lt;br /&gt;
&lt;br /&gt;
Might be worth adding to the article instructions on common operations with pressure plates. For example, how do you use a plate to close a floodgate? Does the plate open, close or toggle the gate? Should it be set to activate when the water/magma level is low or high? etc. [[User:Runspotrun|Runspotrun]] 15:37, 27 November 2007 (EST)&lt;br /&gt;
:Heh. Just figured it out. Is it correct? [[User:Runspotrun|Runspotrun]] 17:00, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Do pressure plates work with civilians? ==&lt;br /&gt;
&lt;br /&gt;
I have the setup mentioned on the page, to make a Pressure plate semi-permanent, however, even though the plate is set to minumum dwarven weight, maximum &amp;quot;any&amp;quot; weight, and so civilians trigger the plate.. it won't make the hatch I connected it to set to &amp;quot;open&amp;quot;. I've remade it twice and Dan (the dwarf on the plate) is getting thirsty from standing on and off the plate all day.&lt;br /&gt;
So is this a big of some sorts where regular civilians cant trigger pressure plates? If it is, it should be tested by someone else and mentioned on the page. --[[User:Emeralddragon2|Emeralddragon2]] 19:17, 19 June 2008 (EDT)&lt;br /&gt;
:Aye, there is currently a bug where citizens can't trigger pressure plates, however pets can set off citizen plates. Hopefully this'll be fixed next game update. --[[User:Kyace|Kyace]] 20:42, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Resetting &amp;quot;One Use&amp;quot; Pressure Plates ==&lt;br /&gt;
&lt;br /&gt;
Can you reset &amp;quot;one use&amp;quot; pressure plates or are they literally one use? The article seems to imply that one use plates can never be used again once used, which doesn't make sense to me. --[[User:Xonara|Xonara]] 13:41, 1 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27693</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27693"/>
		<updated>2008-06-20T23:24:41Z</updated>

		<summary type="html">&lt;p&gt;Kyace: added swims_innate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to swim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Implies AMPHIBIOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. A creature can have this value at 1 or 2. When the value is 1, the creature can destroy buildings, but there is no effect on the creatures behaviour. &lt;br /&gt;
When the value is 2 the creature will actively seek out your constructions and destroy them. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits after the magma river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| means on fire but does what in DF? (perhaps something to do with sacrifice?)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_TALK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECKLESS&lt;br /&gt;
| &lt;br /&gt;
| Will not flee battles.  Will fight to the death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK&lt;br /&gt;
| &lt;br /&gt;
* 1st minimum&lt;br /&gt;
* 1st maximum&lt;br /&gt;
* 2nd minimum&lt;br /&gt;
* 2nd maximum&lt;br /&gt;
* 3rd minimum&lt;br /&gt;
* 3rd maximum&lt;br /&gt;
| Number of groups (of RIVERATTACK_GROUP size) that appear during attacks. Each pair of min/max numbers is used at a different time, starting with the first pair and moving to the 2nd and 3rd pair later in the game. &lt;br /&gt;
[RIVERATTACK:1:1:1:2:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_CANUSEWELL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to ambush through wells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Number (min/max) of creatures that appear in each group when attacking from river, chasm, or lava. &lt;br /&gt;
[RIVERATTACK_GROUP:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_RESIDENT&lt;br /&gt;
| &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_CAVERIVER&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the cave river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_CHASM&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the chasm.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_FLIES&lt;br /&gt;
|&lt;br /&gt;
| The vermin can fly around in the air, and tends to hop up and down Z-levels in the sky.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_LAVA&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the magma river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SWAMPER&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the swamps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Computing&amp;diff=28827</id>
		<title>40d:Computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Computing&amp;diff=28827"/>
		<updated>2008-06-20T20:16:50Z</updated>

		<summary type="html">&lt;p&gt;Kyace: Added building template and adder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computing in dwarf fortress is the practice of setting up your fortress in such a way that allows logical operations like AND, OR, NOT, and etc to exist and be used.  Computing in dwarf fortress is an EXTREMELY young concept with lots of room for improvement and development.  Innovation and invention is encouraged.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Binary logic takes one or two inputs and creates an output based on them. The devices that perform these operations are commonly called '''logic gates'''.&lt;br /&gt;
&lt;br /&gt;
NOT takes one input and returns true if that input is false&lt;br /&gt;
&lt;br /&gt;
AND takes two inputs and returns true if both inputs are true&lt;br /&gt;
&lt;br /&gt;
OR takes two inputs and returns true if at least one input is true&lt;br /&gt;
&lt;br /&gt;
XOR takes two inputs and returns true if exactly one input is true&lt;br /&gt;
&lt;br /&gt;
NAND takes two inputs and returns true if either input is false&lt;br /&gt;
&lt;br /&gt;
NOR takes two inputs and returns true if both inputs are false&lt;br /&gt;
&lt;br /&gt;
 A B  AND  OR   XOR  NAND NOR&lt;br /&gt;
 0 0  0    0    0    1    1&lt;br /&gt;
 0 1  0    1    1    1    0&lt;br /&gt;
 1 0  0    1    1    1    0&lt;br /&gt;
 1 1  1    1    0    0    0&lt;br /&gt;
&lt;br /&gt;
The most human-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other ports.&lt;br /&gt;
&lt;br /&gt;
Additionally, two-dimensional logic design requires a 'jumper' gate that crosses two signals without affecting their contents. This may only be an issue in DF if you are considering magma-based circuits.&lt;br /&gt;
&lt;br /&gt;
== Fluid Logic ==&lt;br /&gt;
Fluid logic utilizes the tendency of fluids in dwarf fortress to, umm, flow.  It takes advantage of the ability of pressure plates in the new version to be triggered by water (or magma) resting on top of them.  This allows systems of pumps, floodgates, doors, bridges, and anything else operated by pressure plate to be incorporated into a machine.&lt;br /&gt;
&amp;lt;!-- could someone who's used this type of logic go into further detail with it?  what kinds of circuits can be created and how?  What are the major challenges of using fluids? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get you started, a pressure plate set to trigger on water level 0-3 and linked to a floodgate will CLOSE the floodgate when the tile has deep water.&lt;br /&gt;
If the pressure plate is set for water level 4-7, then the floodgate will OPEN when the tile has deep water.&lt;br /&gt;
&lt;br /&gt;
== Machine Logic ==&lt;br /&gt;
Machine logic uses the also new system of gears, axles, windmills, and waterwheels to solve problems.  Power sources (windmills and waterwheels) transfer power to machine parts (axles and gears).  If there is not enough power in a system to allow all the parts to move, it will shut down entirely.  Individual gears can also be shut down by levers to interrupt or otherwise alter the transfer of power throughout the machine.  All sorts of logic gates can be created based on those rules alone.  Currently four have been created in a proof-of-concept sort of way in a relatively quick and cheap manner:&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic.gif]]&lt;br /&gt;
&lt;br /&gt;
In the above picture, the four basic logic operations are shown.  Gears connected to outside power are circled in red.  Gears that can be deactivated by lever are color-coded to the lever that deactivates them.  For the purposes of binary logic, a lever is '''TRUE''' if it is pointing '''LEFT'''.  Levers pointing '''RIGHT''' are '''FALSE'''.&lt;br /&gt;
&lt;br /&gt;
In AND, two adjacent gears are connected to levers.  Power is only transferred to the one-tile output axle if both levers are set to true.&lt;br /&gt;
&lt;br /&gt;
In OR, two power sources are connected to an output gear and axle.  If either lever is set to true, the axle will be connected to power and also be true.&lt;br /&gt;
&lt;br /&gt;
In XOR, 40 units of power are transferred to a central gear.  To power the output axle, it must be connected to it by switching one of the levers to true.  However, if both levers are set to true, then the machine requires 42 units of power to run, and thus shuts down due to lack of power.&lt;br /&gt;
&lt;br /&gt;
in NOT, there is a powered gear connected directly to the output axle.  If the lever is set to true, the powered gear connects to 3 other unpowered gears, which causes the machine to shut down due to lack of power.&lt;br /&gt;
&lt;br /&gt;
== Borg Logic ==&lt;br /&gt;
Borg logic is the experimental version of fluid logic.  It consists of creating a way for your dwarves to travel constantly in a predictable way through your fortress through constant hauling jobs or military designations.  Pressure plates are used in similar setups to those in the fluid logic method.  It is theorized that Borg logic would be quicker and easier to set up than fluid logic, although it would require a very large population dedicated to nothing but borging.  The consequences of dwarves quitting to eat, sleep, drink, etc are unknown.  There are no known examples of borg logic, and it is purely theoretical at this time.  &amp;lt;!-- Could someone with more free time than me give this a shot?  Just some proof-of-concept gates and a picture should be enough. &lt;br /&gt;
        You're doing it wrong: you start comments with &amp;lt;!-- --GreyMario   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Borg Logic may be a bit more difficult, or impossible, at the moment due to a bug in 33c (and possibly earlier versions): The 'citizens trigger' setting on pressure plates does not actually cause the pressure plate to trigger when citizens step on it. It does, however, trigger when *pets* step on it, if they satisfy the pressure plate's size settings. [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002038 (Bug thread)]. You may be able to accomplish it with animals following dwarves, though.&lt;br /&gt;
&lt;br /&gt;
== Animal Logic ==&lt;br /&gt;
Animals have a natural 'follow the leader' tendency and never starve. Pitting an animal into a maze with movable exits can force the animal to shuttle around and compute.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[User:SL/Logic Gates]] - These use mechanisms for connecting gates and devices and so forth, but fluid for logic. They're built on top of a body of water, and require power (for a pump or two per gate).&lt;br /&gt;
&lt;br /&gt;
[[User:Kyace/Adder]] - A full adder built using fluid logic, with a video of a rough prototype. Trivial to combine 8 of these to make a fluid device capable of adding two 8 bit numbers together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Temperature&amp;diff=41102</id>
		<title>40d:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Temperature&amp;diff=41102"/>
		<updated>2008-06-20T19:50:01Z</updated>

		<summary type="html">&lt;p&gt;Kyace: Adding some points of reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf fortress uses its own temperature scale in most cases.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
==Conversation==&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS]*9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
==Reference Temperatures==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Example'''&lt;br /&gt;
|'''Dwarf Scale'''&lt;br /&gt;
|'''Fahrenheit'''&lt;br /&gt;
|'''Celsius'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice|Water freezes]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |1000&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |32ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |0ºC&lt;br /&gt;
|-&lt;br /&gt;
|Dwarf body temperature&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |10067&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |99ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |37ºC&lt;br /&gt;
|-&lt;br /&gt;
|[[Steam|Water Boils]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |10180&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |212ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |100ºC&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire man]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |10800&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |832ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |444ºC&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma man]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |12000&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |2032ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |1111ºC&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma-safe materials]]&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |12568&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |2600ºF&lt;br /&gt;
|style=&amp;quot;text-align: right&amp;quot; |1427ºC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26457</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26457"/>
		<updated>2008-06-20T06:49:26Z</updated>

		<summary type="html">&lt;p&gt;Kyace: /* Z-levels? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Juckto, make sure the building is built over a channel square with lava in it, there actually needs to be a hole in the ground for the forges to operate. I didn't realise this at first and had to reassemble my workshops after some digging. [[User:Jimphraxia|Jimphraxia]] 12:17, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma only? ==&lt;br /&gt;
&lt;br /&gt;
Out of curiousity, does ''lava'' work as well with the ''magma'' forge? As magma turns to lava once exposed to the outside, I wonder if the magma forge might still recognise it as compatible. This might explain why juckto above did not get it to work. --[[User:Nexii Malthus|Nexii Malthus]] 19:04, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ive always built my magma buildings up on the surface(and thus over lava) and they work just fine --[[User:Chariot|Chariot]] 06:53, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Z-levels? ==&lt;br /&gt;
&lt;br /&gt;
I was just reading the entry because I'm getting ready to set up my first magma forge. However, I'm not clear (and the article is also unclear) as to whether these can be built many Z-levels above magma, or if they have to be exactly 1 Z-level above the magma channel. For instance, I have a nice rock outcropping above a volcano on my map. Can I build a magma forge in there (effectively 2 Z-levels above the actual magma) as long as I have 'open space'?&lt;br /&gt;
I mean, does it work like a well, where no matter how high above the water you are, you can get to it as long as there's a chute? --[[User:Vix0r|Vix0r]] 22:34, 19 June 2008 (EDT)&lt;br /&gt;
:I'm 99% sure you to have the forge the next z-level up from the magma. I imagine the forge is much more like a screw pump or a waterwheel than a well but can't say I've really tried the skyscraper forge method. If you build the forge and the furnace turns red, then the magma is fueling the forge, if not then something is preventing it. --[[User:Kyace|Kyace]] 22:58, 19 June 2008 (EDT)&lt;br /&gt;
::It appears that magma forges ''are'' more like screw pumps than wells. What a disappointment. :| --[[User:Vix0r|Vix0r]] 00:14, 20 June 2008 (EDT)&lt;br /&gt;
:::I'm not sure what the official policy for the wiki, but it might be simpler to merely edit the well article with &amp;quot;Wells are currently{{version|0.27.176.38c}} the only construction able to access materials more than one z-level below&amp;quot;. --[[User:Kyace|Kyace]] 02:49, 20 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26455</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26455"/>
		<updated>2008-06-20T02:58:23Z</updated>

		<summary type="html">&lt;p&gt;Kyace: /* Z-levels? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Juckto, make sure the building is built over a channel square with lava in it, there actually needs to be a hole in the ground for the forges to operate. I didn't realise this at first and had to reassemble my workshops after some digging. [[User:Jimphraxia|Jimphraxia]] 12:17, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma only? ==&lt;br /&gt;
&lt;br /&gt;
Out of curiousity, does ''lava'' work as well with the ''magma'' forge? As magma turns to lava once exposed to the outside, I wonder if the magma forge might still recognise it as compatible. This might explain why juckto above did not get it to work. --[[User:Nexii Malthus|Nexii Malthus]] 19:04, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ive always built my magma buildings up on the surface(and thus over lava) and they work just fine --[[User:Chariot|Chariot]] 06:53, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Z-levels? ==&lt;br /&gt;
&lt;br /&gt;
I was just reading the entry because I'm getting ready to set up my first magma forge. However, I'm not clear (and the article is also unclear) as to whether these can be built many Z-levels above magma, or if they have to be exactly 1 Z-level above the magma channel. For instance, I have a nice rock outcropping above a volcano on my map. Can I build a magma forge in there (effectively 2 Z-levels above the actual magma) as long as I have 'open space'?&lt;br /&gt;
I mean, does it work like a well, where no matter how high above the water you are, you can get to it as long as there's a chute? --[[User:Vix0r|Vix0r]] 22:34, 19 June 2008 (EDT)&lt;br /&gt;
:I'm 99% sure you to have the forge the next z-level up from the magma. I imagine the forge is much more like a screw pump or a waterwheel than a well but can't say I've really tried the skyscraper forge method. If you build the forge and the furnace turns red, then the magma is fueling the forge, if not then something is preventing it. --[[User:Kyace|Kyace]] 22:58, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26850</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26850"/>
		<updated>2008-06-19T03:17:15Z</updated>

		<summary type="html">&lt;p&gt;Kyace: /* Value of ICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding melting ice, I found that if you melt ice, drain it off to a 2 or 3, and then shunt the magma off somehow (happens often when magma first flows, due to ebb and flow of the magma waves) the 2-depth water will re-freeze, allowing you to re-thaw it into a 7-depth water. ... I found this out the hard way actually, since the magma waves caused successive re-thaws for the water to flood out my then-thought-to-be-way-too-big water pit. --[[User:CrushU|CrushU]] 21:20, 7 January 2008 (EST)[[User:CrushU|CrushU]] 21:20, 07 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;br /&gt;
::0 Water is free so is ice. It doesn't even have a material entry it is hard coded in the game I think. --[[User:Ikkonoishi|Ikkonoishi]] 10:56, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yet on a map with water and magma sources one can produce an infinite amount of obsidian, which has value. Not that I'm suggesting obsidian should be valueless, but a fortress making a business out of selling ice sculptures would be fun. :) [[User:Bryan Derksen|Bryan Derksen]] 21:46, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Considering pets can now die in route with merchants due to weather/temp, I bet they don't get far with your masterwork Ice Sculpture. :P --[[User:Kyace|Kyace]] 23:17, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melting without magma ==&lt;br /&gt;
&lt;br /&gt;
If there is any way to melt ice without magma this would be good to know.&lt;br /&gt;
Are there any drinks that are &amp;quot;just water&amp;quot;? ie can I put water into a barrel and have something to drink through the winter, or do I have to get plants and brew beer / wine / rum to not die of dehydration/thirst?[[User:GarrieIrons|GarrieIrons]] 07:15, 10 January 2008 (EST)&lt;br /&gt;
:Nope, you have to brew something to store a drink in a barrel.  Besides, even if you could store water, you wouldn't want to.  Dwarves need alcohol, or they work much slower.  -[[User:FunnyMan|FunnyMan]] 08:44, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well they may work slow for a bit but at least they don't die![[User:GarrieIrons|GarrieIrons]] 06:50, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water pit vs lake / pond ==&lt;br /&gt;
&lt;br /&gt;
Does a water pit have to be a certain number of tiles, depth below ground, or overall &amp;quot;internal depth&amp;quot; (ie go a certain number of z-levels) to not freeze? ie how much of a pit do I need to not only dig, but fill, to have water in my fortress no matter what the weather is like?[[User:GarrieIrons|GarrieIrons]] 08:21, 5 February 2008 (EST)&lt;br /&gt;
:Height doesn't seem to be important.  It needs to be either Inside or Below Ground to not freeze, I'm not sure which.  -[[User:FunnyMan|FunnyMan]] 08:41, 5 February 2008 (EST)  Update: It's Below Ground. -[[User:FunnyMan|FunnyMan]] 18:56, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well my current thought is to build a wall out of ice to see it melt and irrigate my field... also, I'm building an up/down stair down a few z-levels. Once done I will work out how to drop my ice down it... yes more to do it than anything else.[[User:GarrieIrons|GarrieIrons]] 06:49, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Engraving ice ==&lt;br /&gt;
&lt;br /&gt;
Ice Walls can be engraved. I can prove it if you like. I made the change to the article, change the wording if you want.--[[User:Niaba|Niaba]] 06:06, 6 April 2008 (EDT)&lt;br /&gt;
:This seems a reasonably viable way to train engravers without wasting valuable wall space in a glacial sort of map.--[[User:Dadamh|Dadamh]] 15:28, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a masterfully engraved ice wall melts, does it cause a tantrum? --[[User:Raumkraut|Raumkraut]] 16:06, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outside/Above Ground ==&lt;br /&gt;
&lt;br /&gt;
I made a deep channel by actually digging a tunnel (so dwarves wouldn't get stuck by channelling stupidly), so it was all inside.  BUT I dug an opening through the floor on one of the corners for some reason (thought it was required for flood gate lever).  Anyway, so the water in this corner was inside, but above ground.  And in late autumn it froze over, just when I was thinking I would need a well there!  All the other water is still intact in the channel, but with a corner of damp ice wall blocking flow.  Anyway, if someone else can confirm it doesn't have to be outside to freeze! --[[User:KernelJ|KernelJ]] 10:38, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think I follow your situation.  If you mined out an L-shaped path underground for water, then dug a channel on top of the corner, that corner tile should be outside/light/above ground, unless you put some kind of construction over it.  It's possible that the tile became outside, and then froze to ice, which might cause the game to claim the tile was inside/light/above ground (the game seems to report most outside impassable tiles as inside).  However, even if you've got an ice wall in the corner, water should still be able to flow around it diagonally, shouldn't it? --[[User:Marble Dice|Marble Dice]] 12:21, 28 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19121</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19121"/>
		<updated>2008-06-18T22:09:22Z</updated>

		<summary type="html">&lt;p&gt;Kyace: Moved and replied to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&amp;lt;/small&amp;gt;&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=18975</id>
		<title>40d:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=18975"/>
		<updated>2008-06-18T22:05:02Z</updated>

		<summary type="html">&lt;p&gt;Kyace: Moving comment to discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Road''' is a path of dirt, ([[wood]], rarely used), [[stone]], or [[blocks]]. They are used to make paths across the map that make it easier for people and [[wagon]]s to travel by preventing [[tree]]s from growing underneath them.&lt;br /&gt;
&lt;br /&gt;
Three kinds of roads can be made:&lt;br /&gt;
&lt;br /&gt;
* Dirt roads take a short time to make but will be gone after a year. &lt;br /&gt;
* Rough road can be made with regular stone, it will be the [[color]] of the first [[material]] used.&lt;br /&gt;
* Smooth roads can also be made of any kind of block. They will be the color of the first material used.&lt;br /&gt;
&lt;br /&gt;
Other buildings, including [[trap]]s, cannot be built on top of a road.&lt;br /&gt;
&lt;br /&gt;
A road is no longer necessary for the [[human]] wagons to reach your [[trade depot]]. Wagons can travel across most surfaces, including up and down [[ramp]]s, as long as [[boulder]]s and trees have been removed from their route.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Select {{key|b}} for build, followed by {{key|o}} or {{key|O}} depending on if you want a paved or unpaved road. Use keys {{key|h}},{{key|m}},{{key|u}} or {{key|k}} to adjust the height and width of the road. You can only build roads in full rectangles. The number of materials required for a section of road is 1+(height&amp;amp;times;width)/4, rounding down. Roads may be build on constructed floors, shrubs and the top of walls the level below, but not boulders, trees, ramps or open spaces.&lt;br /&gt;
&lt;br /&gt;
== Removing ==&lt;br /&gt;
&lt;br /&gt;
Press {{key|q}} to access room actions then select the road you want to remove. Press {{key|x}} to remove the road - it is the only available action.&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=18973</id>
		<title>40d:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=18973"/>
		<updated>2008-06-18T15:26:28Z</updated>

		<summary type="html">&lt;p&gt;Kyace: Added some detail to building roads, primary concerning the number and color of materials used.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Road''' is a path of dirt, ([[wood]], rarely used), [[stone]], or [[blocks]]. They are used to make paths across the map that make it easier for people and [[wagon]]s to travel by preventing [[tree]]s from growing underneath them.&lt;br /&gt;
&lt;br /&gt;
Three kinds of roads can be made:&lt;br /&gt;
&lt;br /&gt;
* Dirt roads take a short time to make but will be gone after a year. &lt;br /&gt;
* Rough road can be made with regular stone, it will be the [[color]] of the first [[material]] used.&lt;br /&gt;
* Smooth roads can also be made of any kind of block. They will be the color of the first material used.&lt;br /&gt;
&lt;br /&gt;
Other buildings, including [[trap]]s, cannot be built on top of a road.&lt;br /&gt;
&lt;br /&gt;
A road is no longer necessary for the [[human]] wagons to reach your [[trade depot]]. Wagons can travel across most surfaces, including up and down [[ramp]]s, as long as [[boulder]]s and trees have been removed from their route.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
Select {{key|b}} for build, followed by {{key|o}} or {{key|O}} depending on if you want a paved or unpaved road. Use keys {{key|h}},{{key|m}},{{key|u}} or {{key|k}} to adjust the height and width of the road. You can only build roads in full rectangles. The number of materials required for a section of road is 1 + (height x width)/4, rounding down. Roads may be build on constructed floors, shrubs and the top of walls the level below, but not boulders, trees, ramps or open spaces.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
Press {{key|q}} to access room actions then select the road you want to remove. Press {{key|x}} to remove the road - it is the only available action.&lt;br /&gt;
&lt;br /&gt;
Note this will remove the entire road you built originally, so it may be worth building roads in small sections rather than one long one.&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kyace/Adder&amp;diff=42553</id>
		<title>User:Kyace/Adder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kyace/Adder&amp;diff=42553"/>
		<updated>2008-06-13T12:55:07Z</updated>

		<summary type="html">&lt;p&gt;Kyace: Full adder didn't work in one case, updated to fix flaw.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An [http://en.wikipedia.org/wiki/Adder_(electronics) adder] is a logic device which can take two inputs, and possibly carry bit and output the sum and possibly a carry out: In 1-bit binary 1 + 1 = 0, carry the 1.&lt;br /&gt;
&lt;br /&gt;
Proof of concept: [http://mkv25.net/dfma/movie-615-fulladderfluidlogic]&lt;br /&gt;
&lt;br /&gt;
==Full Adder==&lt;br /&gt;
'''Full Adder (Z-level 0)'''&lt;br /&gt;
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&lt;br /&gt;
'''Full Adder (Z-level -1)'''&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|,|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|S|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|Door connected to Lever A&lt;br /&gt;
|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|Door connected to Lever B&lt;br /&gt;
|{{Raw Tile|┼|#0F0|#000}}&lt;br /&gt;
|Door connected to Carry Inputer&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|¢|#F00|#000}}&lt;br /&gt;
|Hatch connected to Lever A&lt;br /&gt;
|{{Raw Tile|¢|#0FF|#000}}&lt;br /&gt;
|Hatch connected to Lever B&lt;br /&gt;
|{{Raw Tile|¢|#0F0|#000}}&lt;br /&gt;
|Hatch connected to Carry Input&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|Carry Output&lt;br /&gt;
|{{Raw Tile|S|#FFF|#000}}&lt;br /&gt;
|Sum Output&lt;br /&gt;
|{{Raw Tile|#|#999|#000}}&lt;br /&gt;
|Normal Grate&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|#008|#000}}&lt;br /&gt;
|Water on Z-level below&lt;br /&gt;
|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|Water on Current level&lt;br /&gt;
|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|Screw Pump&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Half Adder==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#008|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|S|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kyace/Adder&amp;diff=42552</id>
		<title>User:Kyace/Adder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kyace/Adder&amp;diff=42552"/>
		<updated>2008-06-13T07:27:44Z</updated>

		<summary type="html">&lt;p&gt;Kyace: Forgot to allow hatchs a drain on the level below&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [http://en.wikipedia.org/wiki/Adder_(electronics) Adders]&lt;br /&gt;
&lt;br /&gt;
'''Half Adder'''&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#008|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|S|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Full Adder (Z-level 0)'''&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#008|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|#|#999|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#0F0|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|S|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Full Adder (Z-level -1)'''&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#008|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|#|#999|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|#|#999|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|,|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|Door connected to Lever A&lt;br /&gt;
|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|Door connected to Lever B&lt;br /&gt;
|{{Raw Tile|#|#999|#000}}&lt;br /&gt;
|Normal Grate&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|¢|#F00|#000}}&lt;br /&gt;
|Hatch connected to Lever A&lt;br /&gt;
|{{Raw Tile|¢|#0FF|#000}}&lt;br /&gt;
|Hatch connected to Lever B&lt;br /&gt;
|{{Raw Tile|¢|#0F0|#000}}&lt;br /&gt;
|Hatch connected to Carry Input&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|Carry Output&lt;br /&gt;
|{{Raw Tile|S|#FFF|#000}}&lt;br /&gt;
|Sum Output&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|#008|#000}}&lt;br /&gt;
|Water on Z-level below&lt;br /&gt;
|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|Water on Current level&lt;br /&gt;
|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|Screw Pump&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kyace/Adder&amp;diff=42551</id>
		<title>User:Kyace/Adder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kyace/Adder&amp;diff=42551"/>
		<updated>2008-06-12T18:13:51Z</updated>

		<summary type="html">&lt;p&gt;Kyace: New page: See [http://en.wikipedia.org/wiki/Adder_(electronics) Adders]  '''Half Adder''' {| style=&amp;quot;border-spacing: 0&amp;quot; |- |style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}} |style=&amp;quot;padding: 0&amp;quot;|{{Raw Til...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [http://en.wikipedia.org/wiki/Adder_(electronics) Adders]&lt;br /&gt;
&lt;br /&gt;
'''Half Adder'''&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#0FF|#000}}&lt;br /&gt;
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|-&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
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|-&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|S|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Full Adder (Z-level 0)'''&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|#|#999|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|#0F0|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
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|-&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Full Adder (Z-level -1)'''&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#008|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|,|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#990|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#990|#330}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|┼|#F00|#000}}&lt;br /&gt;
|Door connected to Lever A&lt;br /&gt;
|{{Raw Tile|┼|#0FF|#000}}&lt;br /&gt;
|Door connected to Lever B&lt;br /&gt;
|{{Raw Tile|#|#999|#000}}&lt;br /&gt;
|Normal Grate&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|¢|#F00|#000}}&lt;br /&gt;
|Hatch connected to Lever A&lt;br /&gt;
|{{Raw Tile|¢|#0FF|#000}}&lt;br /&gt;
|Hatch connected to Lever B&lt;br /&gt;
|{{Raw Tile|¢|#0F0|#000}}&lt;br /&gt;
|Hatch connected to Carry Input&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|C|#FFF|#000}}&lt;br /&gt;
|Carry Output&lt;br /&gt;
|{{Raw Tile|S|#FFF|#000}}&lt;br /&gt;
|Sum Output&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|#008|#000}}&lt;br /&gt;
|Water on Z-level below&lt;br /&gt;
|{{Raw Tile|≈|#00F|#000}}&lt;br /&gt;
|Water on Current level&lt;br /&gt;
|{{Raw Tile|÷|#555|#000}}&lt;br /&gt;
|Screw Pump&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyace</name></author>
	</entry>
</feed>