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		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30429</id>
		<title>40d:Modding guide</title>
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		<updated>2008-07-20T17:56:02Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Example one: dark dwarves */  Cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
This guide was edited for version 0.27.176.39c and may not be accurate for later versions, particularly the examples.&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Editing the raw text files is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.&lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* You do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Just don't try to play a &amp;quot;non-modded&amp;quot; world with modded files! Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. &lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
* The absolute easiest way to add an entirely new creature/entity/etc is to simply copy-paste an existing one and rename it, then edit the various tokens appropriately.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. If you're creating a new civilization in its own text file, be sure to add entity_default, and [OBJECT:ENTITY] at the top of the file.&lt;br /&gt;
&lt;br /&gt;
Now what do these tokens mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode, though they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT:]' defines biomes that civs will appear in. The 'FREQUENCY' value determines the likelyhood of them appearing there: generally 1 for not very often, up to 3 for very often (ie. dwarves in mountains).&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command. Remember that ADVENTURE_TIER must be in order, so if you are adding a new playable race you must put it above dwarves and set its tier 1 higher (4).&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]]. SUBSELECT_SYMBOL:WAR/BATTLE/SIEGE just determines which language token to use when they begin wars, battles, or sieges in legends mode, ie. 'The Conflict of Craziness' or 'The Siege of Assaults'. All have these as 'violence' by default but they can be changed to any other token.&lt;br /&gt;
&lt;br /&gt;
'SELECT:SYMBOL:ROAD/TUNNEL/BRIDGE/WALL'  use the special language tokens NAME_ROAD, NAME_TUNNEL, etc. and determines what the civ names their structures. 'SELECT_SYMBOL:REMAINING': are the standard tokens used for the species language.&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's ENTITY: name! This name can be anything as long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
There are many tokens to play with in the entity file, most of which do something interesting. It's best to simply look through the entity tokens list and figure out for yourself what you want to do with them. The ones of interest are:&lt;br /&gt;
&lt;br /&gt;
* [SIEGER] [BABYSNATCHER] [NUISANCE] These determine what the civ does in relation to other civs. Babysnatchers periodically swipe infants from nearby civs and have them grow up in their own civ (if kidnapped/brainwashed infants grow up and have children, their last names will use their capturer's language files: ie. you will have evil dwarves with the name Urist Deathghouls in a goblin fortress).&lt;br /&gt;
&lt;br /&gt;
* [AT_PEACE_WITH_WILDLIFE] This token, currently set only on elves, will mean they will not attack wild animals and animals will not attack them. This ALSO means that if you bring an elf or two along with you in adventurer mode, don't expect them to help you if you get attacked by cougars!&lt;br /&gt;
&lt;br /&gt;
* [RELIGION_SPHERE] This determines what religious deities will have as spheres when the civilization is generated, along with their subspheres. With a SPHERE_ALIGNMENT set you can also make one more likely than others; ie. Elves have trees, plants, and animals set very high so they are likely to get those more often with their deities. &lt;br /&gt;
&lt;br /&gt;
* With [DEFAULT_SITE], LIKES_, and TOLERATES_ you can decide where the species will live. DEFAULT_SITE is their home cities and will usually cluster there in large groups. If a civ conquers another and they do not at least tolerate the enemy's home type they will simply destroy it instead of moving in (sometimes they will destroy it anyway).&lt;br /&gt;
&lt;br /&gt;
* [ETHIC:] tokens determine how the species behaves when it comes to certain unpleasant acts. This also determines what reasons the civ will use when going to war: if a nearby civ has something set ACCEPTABLE that they consider UNTHINKABLE, then it is likely they will go to war over it. It also determines a few other things, like what happens to dead foes: Elves have '[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]' for example. Goblins defacing their enemies (ie. hanging, stuck on pikes) is [ABUSE_BODIES], as well as ETHIC:MAKE_TROPHY_ tokens set ACCEPTABLE.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks. Also note if you add a species that has a naturally high body temperature (magma snakes for example) and set it butcherable, people will automatically be generated wearing their skins.. and then since the skins have a naturally high temperature too they tend to burst into flame immediately because they were wearing a +magma snake leather sock+. Woops.&lt;br /&gt;
&lt;br /&gt;
You'll notice many of the creature entries have tokens that other ones don't have. If a token is not present it's considered &amp;quot;default&amp;quot;, though sometimes the default can be hard to figure out. All of the creatures referenced in the entity files are present in creature_standard.txt and require certain other tokens that non-entity creatures do not need, such as [INTELLIGENT] and [CANOPENDOORS].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to allow your dwarves to eat bones from the refuse stockpile (ew), you would open up creature_standard.txt, add [BONE_CARN] somewhere in the CREATURE_DWARF: entry at the top, and then save and close it, then generate a new world. Bon appetit!&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
[ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
[NAME:thong:thongs]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[BLOCKPOWER:5]&lt;br /&gt;
[LAYER:UNDER]&lt;br /&gt;
[COVERAGE:25]&lt;br /&gt;
[LAYER_SIZE:10]&lt;br /&gt;
[LAYER_PERMIT:30]&lt;br /&gt;
[MATERIAL_SIZE:1]&lt;br /&gt;
[SOFT]&lt;br /&gt;
[LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. For all intent and purpose the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff. Also, if the creature size is too large for the clothes they will also not be able to wear it.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: Do NOT load an old save after genning a new world with different raws. It's much safer to simply delete all your old saves after you've modded things, or simply copy-and-paste a fresh version of DF into a new folder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the TOP of the entity_default file, before the dwarf entry:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARF]&lt;br /&gt;
 	[CIV_CONTROLLABLE]&lt;br /&gt;
 	[CREATURE:DARK_DWARF]&lt;br /&gt;
 	[TRANSLATION:DWARF]&lt;br /&gt;
 	[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    	[WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
 	[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
 	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
 	[TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
 	[TOY:ITEM_TOY_AXE]&lt;br /&gt;
 	[TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
 	[CLOTHING]&lt;br /&gt;
 	[SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 	[CURRENCY_BY_YEAR]&lt;br /&gt;
 	[CURRENCY:COPPER:1]&lt;br /&gt;
 	[CURRENCY:SILVER:5]&lt;br /&gt;
 	[CURRENCY:GOLD:15]&lt;br /&gt;
 	[SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 	[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 	[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 	[SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EVIL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UNTOWARD]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UGLY]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
 	[METAL_PREF]&lt;br /&gt;
 	[GEM_PREF]&lt;br /&gt;
 	[STONE_PREF]&lt;br /&gt;
 	[INDOOR_FARMING]&lt;br /&gt;
 	[USE_CAVE_ANIMALS]&lt;br /&gt;
 	[USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 	[USE_EVIL_ANIMALS]&lt;br /&gt;
 	[USE_EVIL_PLANTS]&lt;br /&gt;
 	[USE_EVIL_WOOD]&lt;br /&gt;
 	[COMMON_DOMESTIC_PACK]&lt;br /&gt;
 	[COMMON_DOMESTIC_PULL]&lt;br /&gt;
 	[COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 	[COMMON_DOMESTIC_PET]&lt;br /&gt;
 	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 	[EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 	[ART_FACET_MODIFIER:GOOD:0]&lt;br /&gt;
 	[ART_FACET_MODIFIER:EVIL:512]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:BANDS:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]&lt;br /&gt;
 	[ADVENTURE_TIER:4]&lt;br /&gt;
 	[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
 	[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
 	[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CITY]&lt;br /&gt;
 	[TOLERATES_SITE:TREE_CITY]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE]&lt;br /&gt;
 	[LEADER_TYPE:KING]&lt;br /&gt;
 	[SITE_LEADER_TYPE:STANDARD]&lt;br /&gt;
 	[START_BIOME:MOUNTAIN]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
 	[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
 	[DIPLOMAT]&lt;br /&gt;
 	[DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 	[MERCHANT_BODYGUARDS]&lt;br /&gt;
 	[ACTIVE_SEASON:WINTER]&lt;br /&gt;
 	[SIEGER]&lt;br /&gt;
 	[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
 	[START_GROUP_NUMBER:10]&lt;br /&gt;
 	[MAX_POP_NUMBER:10000]&lt;br /&gt;
 	[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
 	[RELIGION:PANTHEON]&lt;br /&gt;
 	[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
 	[RELIGION_SPHERE:JEWELS]&lt;br /&gt;
 	[RELIGION_SPHERE:METALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MINERALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MOUNTAINS]&lt;br /&gt;
 	[RELIGION_SPHERE:WEALTH]&lt;br /&gt;
 	[RELIGION_SPHERE:NIGHT]&lt;br /&gt;
 	[RELIGION_SPHERE:WAR]&lt;br /&gt;
 	[RELIGION_SPHERE:DISEASE]&lt;br /&gt;
 	[RELIGION_SPHERE:FIRE]&lt;br /&gt;
 	[MAYOR]&lt;br /&gt;
 	[WANDERER]&lt;br /&gt;
 	[BEAST_HUNTER]&lt;br /&gt;
 	[SCOUT]&lt;br /&gt;
 	[PERMITTED_JOB:MINER]&lt;br /&gt;
 	[PERMITTED_JOB:CARPENTER]&lt;br /&gt;
 	[PERMITTED_JOB:BOWYER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:ENGRAVER]&lt;br /&gt;
 	[PERMITTED_JOB:MASON]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_CARETAKER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_TRAINER]&lt;br /&gt;
 	[PERMITTED_JOB:HUNTER]&lt;br /&gt;
 	[PERMITTED_JOB:TRAPPER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FURNACE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:WEAPONSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:ARMORER]&lt;br /&gt;
 	[PERMITTED_JOB:BLACKSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:METALCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_CUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_SETTER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:STONECRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:LEATHERWORKER]&lt;br /&gt;
 	[PERMITTED_JOB:BONE_CARVER]&lt;br /&gt;
 	[PERMITTED_JOB:WEAVER]&lt;br /&gt;
 	[PERMITTED_JOB:CLOTHIER]&lt;br /&gt;
 	[PERMITTED_JOB:GLASSMAKER]&lt;br /&gt;
 	[PERMITTED_JOB:STRAND_EXTRACTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISHERMAN]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_CLEANER]&lt;br /&gt;
 	[PERMITTED_JOB:CHEESE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:MILKER]&lt;br /&gt;
 	[PERMITTED_JOB:COOK]&lt;br /&gt;
 	[PERMITTED_JOB:THRESHER]&lt;br /&gt;
 	[PERMITTED_JOB:MILLER]&lt;br /&gt;
 	[PERMITTED_JOB:BUTCHER]&lt;br /&gt;
 	[PERMITTED_JOB:TANNER]&lt;br /&gt;
 	[PERMITTED_JOB:DYER]&lt;br /&gt;
 	[PERMITTED_JOB:PLANTER]&lt;br /&gt;
 	[PERMITTED_JOB:HERBALIST]&lt;br /&gt;
 	[PERMITTED_JOB:BREWER]&lt;br /&gt;
 	[PERMITTED_JOB:SOAP_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:POTASH_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:LYE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:WOOD_BURNER]&lt;br /&gt;
 	[PERMITTED_JOB:MECHANIC]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_ENGINEER]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:PUMP_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:CLERK]&lt;br /&gt;
 	[PERMITTED_JOB:ADMINISTRATOR]&lt;br /&gt;
 	[PERMITTED_JOB:TRADER]&lt;br /&gt;
 	[PERMITTED_JOB:ARCHITECT]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
 	[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TREASON:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TRESPASSING:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:THEFT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:SLAVERY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[WILL_ACCEPT_TRIBUTE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. Many of their other tokens are changed as well, to make them more violent and evil. For example, they will eat their foes like elves do. Yum!&lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
 	[NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
 	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[INTELLIGENT]&lt;br /&gt;
 	[TRANCES]&lt;br /&gt;
 	[EVIL][BONECARN]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:beards]&lt;br /&gt;
 	[PREFSTRING:violent tempers]&lt;br /&gt;
 	[PREFSTRING:sullying of the dead]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[STOUT]&lt;br /&gt;
 	[MAXAGE:250:270]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
 	[DAMBLOCK:1]&lt;br /&gt;
 	[FAT:3]&lt;br /&gt;
 	[SIZE:6]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[CAVE_ADAPT]&lt;br /&gt;
 	[NOCTURNAL]&lt;br /&gt;
 	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
 	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
 	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
 	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
 	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
 	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
 	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
 	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
 	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
 	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
 	[SPEECH:dwarf.txt]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:50]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
 	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
 	[PERSONALITY:IMMODERATION:0:75:100]&lt;br /&gt;
 	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
 	[PERSONALITY:CHEERFULNESS:0:10:90]&lt;br /&gt;
 	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
 	[PERSONALITY:MODESTY:0:20:90]&lt;br /&gt;
 	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
 	[PERSONALITY:VULNERABILITY:0:25:100]&lt;br /&gt;
 	[PERSONALITY:STRAIGHTFORWARDNESS:25:65:100]&lt;br /&gt;
 	[PERSONALITY:SELF_DISCIPLINE:30:75:100]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves. The easiest way to tell if a civ is a dark dwarven is if the name is rather unpleasant. 'The Fortress of Rapes' for example would probably not be a standard dwarven one.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the top of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
Note: adventure_tier should be 5 if you also have the dark dwarves.&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [FRIENDLY_COLOR:7:0:0]&lt;br /&gt;
    [DEFAULT_SITE_TYPE:CAVE]&lt;br /&gt;
    [LIKES_SITE:CAVE]&lt;br /&gt;
    [TOLERATES_SITE:CAVE]&lt;br /&gt;
    [ACTIVE_SEASON:SPRING]&lt;br /&gt;
    [ACTIVE_SEASON:SUMMER]&lt;br /&gt;
    [ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
    [ACTIVE_SEASON:WINTER]&lt;br /&gt;
    [MAX_STARTING_CIV_NUMBER:2]&lt;br /&gt;
    [START_GROUP_NUMBER:1]&lt;br /&gt;
    [MAX_POP_NUMBER:500]&lt;br /&gt;
    [MAX_SITE_POP_NUMBER:20]&lt;br /&gt;
    [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TREASON:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:OATH_BREAKING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:LYING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TRESPASSING:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:THEFT:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:ASSAULT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:SLAVERY:UNTHINKABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20][SEMIMEGABEAST]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:arachnid venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:500]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:arachnid antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [PREFSTRING:fearsome venom]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:15]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:30][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:10]&lt;br /&gt;
    [ALL_ACTIVE][CAVE_ADAPT]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
    [MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt, or create your own body_something.txt file. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30472</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30472"/>
		<updated>2008-05-27T02:59:24Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: Removing my own mod. Not worth listing for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000064&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Qd&amp;diff=35764</id>
		<title>Template talk:Qd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Qd&amp;diff=35764"/>
		<updated>2008-05-09T22:20:51Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* IE7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sigh. Well, it works, but the pre-expand include size is way too large. I will need to think of a different approach. [[User:VengefulDonut|VengefulDonut]] 21:34, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== IE7 ==&lt;br /&gt;
&lt;br /&gt;
The three digit colors don't seem to work right in IE7. 6 digit colors seem to work fine in all browsers. However, the qd/ch seems to work fine as is, for some reason. [[User:MagiMaster|MagiMaster]] 18:19, 9 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Qd&amp;diff=35763</id>
		<title>Template talk:Qd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Qd&amp;diff=35763"/>
		<updated>2008-05-09T22:19:27Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: IE7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sigh. Well, it works, but the pre-expand include size is way too large. I will need to think of a different approach. [[User:VengefulDonut|VengefulDonut]] 21:34, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== IE7 ==&lt;br /&gt;
&lt;br /&gt;
The three digit colors don't seem to work right in IE7. 6 digit colors seem to work fine in all browsers. [[User:MagiMaster|MagiMaster]] 18:19, 9 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=16207</id>
		<title>40d:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=16207"/>
		<updated>2008-05-09T08:47:25Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Types of containers the game knows are chests, coffers, boxes, cabinets, bags, barrels and [[bin]]s. Only chests, coffers, bags and boxes are explicitely called container in game as they can be placed as furniture by {{k|b}}uilding. All containers are used to hold items, from personal possessions to gems, [[alcohol|beer]], quarry bush leaves, and even living creatures, but their use is context-sensitive, so you cannot use your barrels for storing coins, but you ''can'' {{k|b}}uild a bag as a dwarf's personal container, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the z-status' stocks screen, the other containers have their own entry.&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins and bags ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel|Barrels]] are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used for [[alcohol]], [[plants]], [[seed]] bags, [[meat]], [[fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food in a stack of 10 or less, [[fat]] and [[tallow]].&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ much easier to manage.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[powder]]s, such as [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]]. They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry water. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as coffers (see below).&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items only.  They must be built in rooms assigned to dwarves in order to function properly.  Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
A rock chest is called a coffer, and a glass chest is called a box, but they are used for the same purpose.  Bags can be built as chests, too.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41045</id>
		<title>User:MagiMaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41045"/>
		<updated>2008-05-02T23:31:24Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have any comments about any of my mods, please post them on my talk page.&lt;br /&gt;
&lt;br /&gt;
==Damascus Steel==&lt;br /&gt;
Based on the Wikipedia entries for [http://en.wikipedia.org/wiki/Damascus_steel Damascus steel] and [http://en.wikipedia.org/wiki/Wootz_steel Wootz steel].&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Adds a new ore, black hematite, which is only found in small clusters in veins of regular hematite. By itself, it can only be smelted for iron.&lt;br /&gt;
*Adds damascus nuggets, which can only be made.&lt;br /&gt;
*Adds the metal damascus, which is as valuable as platinum and aluminum, but can be used to craft better weapons and armor than ordinary steel.&lt;br /&gt;
*Damascus nuggets can be produces by combining 1 black hematite, 3 other iron ores, 1 raw green glass and 1 charcoal in the smelter. These must then be smelted to produce damascus bars.&lt;br /&gt;
&lt;br /&gt;
===Issues===&lt;br /&gt;
*Damascus may be too easy to obtain, even though black hematite is rare.&lt;br /&gt;
*167% block and damage may be too strong. If so, 150% should be appropriate.&lt;br /&gt;
*May need to add the [DEEP] tag to the metal to prevent it from replacing equipment during embark. Because of the value, this raises the price of an axe, for example, by 100 points. This would prevent other civs from bring damascene goods to trade though.&lt;br /&gt;
&lt;br /&gt;
===Files===&lt;br /&gt;
&lt;br /&gt;
====reaction_damascus.txt====&lt;br /&gt;
 reaction_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:REACTION]&lt;br /&gt;
 &lt;br /&gt;
 [REACTION:DAMASCUS_MAKING]&lt;br /&gt;
 [NAME:make damascus nuggets]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:3:METAL_ORE:IRON]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:BLACK_HEMATITE]&lt;br /&gt;
 [REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]&lt;br /&gt;
 [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
 [PRODUCT:100:4:STONE:NO_SUBTYPE:STONE:DAMASCUS]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
&lt;br /&gt;
====matgloss_damascus.txt====&lt;br /&gt;
 matgloss_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:BLACK_HEMATITE]&lt;br /&gt;
 [NAME:black hematite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:IRON:100]&lt;br /&gt;
 [SOLID_DENSITY:5100]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:DAMASCUS]&lt;br /&gt;
 [NAME:damascus nuggets][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:DAMASCUS:100]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_METAL:DAMASCUS]&lt;br /&gt;
 [NAME:damascus][ADJ:damascene][COLOR:0:7:1]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 [SPEC_HEAT:500]&lt;br /&gt;
 [MELTING_POINT:12718]&lt;br /&gt;
 [BOILING_POINT:14968]&lt;br /&gt;
 [WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
 [DAMAGE_PERC:167]&lt;br /&gt;
 [BLOCK_PERC:167]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
==A Few Random Gems==&lt;br /&gt;
====matgloss_random_gems.txt====&lt;br /&gt;
 matgloss_random_gems&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:AMBER]&lt;br /&gt;
 [TILE:15][GEM:amber:STP][COLOR:6:7:0][VALUE:50]&lt;br /&gt;
 [ENVIRONMENT_SPEC:PETRIFIED_WOOD:CLUSTER_ONE:1]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:IMPERIAL JADE]&lt;br /&gt;
 [TILE:15][GEM:imperial jade:STP][COLOR:2:7:0][VALUE:60]&lt;br /&gt;
 [ENVIRONMENT_SPEC:GREEN JADE:CLUSTER_ONE:1]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41044</id>
		<title>User:MagiMaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41044"/>
		<updated>2008-05-02T18:02:46Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have any comments about any of my mods, please post them on my talk page.&lt;br /&gt;
&lt;br /&gt;
==Damascus Steel==&lt;br /&gt;
Based on the Wikipedia entries for [http://en.wikipedia.org/wiki/Damascus_steel Damascus steel] and [http://en.wikipedia.org/wiki/Wootz_steel Wootz steel].&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Adds a new ore, black hematite, which is only found in small clusters in veins of regular hematite. By itself, it can only be smelted for iron.&lt;br /&gt;
*Adds damascus nuggets, which can only be made.&lt;br /&gt;
*Adds the metal damascus, which is as valuable as platinum and aluminum, but can be used to craft better weapons and armor than ordinary steel.&lt;br /&gt;
*Damascus nuggets can be produces by combining 1 black hematite, 3 other iron ores, 1 raw green glass and 1 charcoal in the smelter. These must then be smelted to produce damascus bars.&lt;br /&gt;
&lt;br /&gt;
===Issues===&lt;br /&gt;
*Damascus may be too easy to obtain, even though black hematite is rare.&lt;br /&gt;
*167% block and damage may be too strong. If so, 150% should be appropriate.&lt;br /&gt;
*May need to add the [DEEP] tag to the metal to prevent it from replacing equipment during embark. Because of the value, this raises the price of an axe, for example, by 100 points. This would prevent other civs from bring damascene goods to trade though.&lt;br /&gt;
&lt;br /&gt;
===Files===&lt;br /&gt;
&lt;br /&gt;
====reaction_damascus.txt====&lt;br /&gt;
 reaction_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:REACTION]&lt;br /&gt;
 &lt;br /&gt;
 [REACTION:DAMASCUS_MAKING]&lt;br /&gt;
 [NAME:make damascus nuggets]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:3:METAL_ORE:IRON]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:BLACK_HEMATITE]&lt;br /&gt;
 [REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]&lt;br /&gt;
 [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
 [PRODUCT:100:4:STONE:NO_SUBTYPE:STONE:DAMASCUS]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
&lt;br /&gt;
====matgloss_damascus.txt====&lt;br /&gt;
 matgloss_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:BLACK_HEMATITE]&lt;br /&gt;
 [NAME:black hematite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:IRON:100]&lt;br /&gt;
 [SOLID_DENSITY:5100]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:DAMASCUS]&lt;br /&gt;
 [NAME:damascus nuggets][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:DAMASCUS:100]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_METAL:DAMASCUS]&lt;br /&gt;
 [NAME:damascus][ADJ:damascene][COLOR:0:7:1]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 [SPEC_HEAT:500]&lt;br /&gt;
 [MELTING_POINT:12718]&lt;br /&gt;
 [BOILING_POINT:14968]&lt;br /&gt;
 [WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
 [DAMAGE_PERC:167]&lt;br /&gt;
 [BLOCK_PERC:167]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
==Amber==&lt;br /&gt;
====matgloss_amber.txt====&lt;br /&gt;
 matgloss_amber&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:AMBER]&lt;br /&gt;
 [TILE:15][GEM:amber:STP][COLOR:6:7:0][VALUE:50]&lt;br /&gt;
 [ENVIRONMENT_SPEC:PETRIFIED_WOOD:CLUSTER_ONE:1]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41043</id>
		<title>User:MagiMaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41043"/>
		<updated>2008-05-02T18:01:54Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damascus Steel==&lt;br /&gt;
Based on the Wikipedia entries for [http://en.wikipedia.org/wiki/Damascus_steel Damascus steel] and [http://en.wikipedia.org/wiki/Wootz_steel Wootz steel]. Feel free to discuss this on the talk page.&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Adds a new ore, black hematite, which is only found in small clusters in veins of regular hematite. By itself, it can only be smelted for iron.&lt;br /&gt;
*Adds damascus nuggets, which can only be made.&lt;br /&gt;
*Adds the metal damascus, which is as valuable as platinum and aluminum, but can be used to craft better weapons and armor than ordinary steel.&lt;br /&gt;
*Damascus nuggets can be produces by combining 1 black hematite, 3 other iron ores, 1 raw green glass and 1 charcoal in the smelter. These must then be smelted to produce damascus bars.&lt;br /&gt;
&lt;br /&gt;
===Issues===&lt;br /&gt;
*Damascus may be too easy to obtain, even though black hematite is rare.&lt;br /&gt;
*167% block and damage may be too strong. If so, 150% should be appropriate.&lt;br /&gt;
*May need to add the [DEEP] tag to the metal to prevent it from replacing equipment during embark. Because of the value, this raises the price of an axe, for example, by 100 points. This would prevent other civs from bring damascene goods to trade though.&lt;br /&gt;
&lt;br /&gt;
===Files===&lt;br /&gt;
&lt;br /&gt;
====reaction_damascus.txt====&lt;br /&gt;
 reaction_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:REACTION]&lt;br /&gt;
 &lt;br /&gt;
 [REACTION:DAMASCUS_MAKING]&lt;br /&gt;
 [NAME:make damascus nuggets]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:3:METAL_ORE:IRON]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:BLACK_HEMATITE]&lt;br /&gt;
 [REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]&lt;br /&gt;
 [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
 [PRODUCT:100:4:STONE:NO_SUBTYPE:STONE:DAMASCUS]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
&lt;br /&gt;
====matgloss_damascus.txt====&lt;br /&gt;
 matgloss_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:BLACK_HEMATITE]&lt;br /&gt;
 [NAME:black hematite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:IRON:100]&lt;br /&gt;
 [SOLID_DENSITY:5100]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:DAMASCUS]&lt;br /&gt;
 [NAME:damascus nuggets][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:DAMASCUS:100]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_METAL:DAMASCUS]&lt;br /&gt;
 [NAME:damascus][ADJ:damascene][COLOR:0:7:1]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 [SPEC_HEAT:500]&lt;br /&gt;
 [MELTING_POINT:12718]&lt;br /&gt;
 [BOILING_POINT:14968]&lt;br /&gt;
 [WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
 [DAMAGE_PERC:167]&lt;br /&gt;
 [BLOCK_PERC:167]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
==Amber==&lt;br /&gt;
====matgloss_amber.txt====&lt;br /&gt;
 matgloss_amber&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:AMBER]&lt;br /&gt;
 [TILE:15][GEM:amber:STP][COLOR:6:7:0][VALUE:50]&lt;br /&gt;
 [ENVIRONMENT_SPEC:PETRIFIED_WOOD:CLUSTER_ONE:1]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41042</id>
		<title>User:MagiMaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41042"/>
		<updated>2008-05-02T01:20:58Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damascus Steel Mod==&lt;br /&gt;
Based on the Wikipedia entries for [http://en.wikipedia.org/wiki/Damascus_steel Damascus steel] and [http://en.wikipedia.org/wiki/Wootz_steel Wootz steel]. Feel free to discuss this on the talk page.&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Adds a new ore, black hematite, which is only found in small clusters in veins of regular hematite. By itself, it can only be smelted for iron.&lt;br /&gt;
*Adds damascus nuggets, which can only be made.&lt;br /&gt;
*Adds the metal damascus, which is as valuable as platinum and aluminum, but can be used to craft better weapons and armor than ordinary steel.&lt;br /&gt;
*Damascus nuggets can be produces by combining 1 black hematite, 3 other iron ores, 1 raw green glass and 1 charcoal in the smelter. These must then be smelted to produce damascus bars.&lt;br /&gt;
&lt;br /&gt;
===Issues===&lt;br /&gt;
*Damascus may be too easy to obtain, even though black hematite is rare.&lt;br /&gt;
*167% block and damage may be too strong. If so, 150% should be appropriate.&lt;br /&gt;
*May need to add the [DEEP] tag to the metal to prevent it from replacing equipment during embark. Because of the value, this raises the price of an axe, for example, by 100 points. This would prevent other civs from bring damascene goods to trade though.&lt;br /&gt;
&lt;br /&gt;
===Files===&lt;br /&gt;
&lt;br /&gt;
====reaction_damascus.txt====&lt;br /&gt;
 reaction_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:REACTION]&lt;br /&gt;
 &lt;br /&gt;
 [REACTION:DAMASCUS_MAKING]&lt;br /&gt;
 [NAME:make damascus nuggets]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:3:METAL_ORE:IRON]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:BLACK_HEMATITE]&lt;br /&gt;
 [REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]&lt;br /&gt;
 [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
 [PRODUCT:100:4:STONE:NO_SUBTYPE:STONE:DAMASCUS]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
&lt;br /&gt;
====matgloss_damascus.txt====&lt;br /&gt;
 matgloss_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:BLACK_HEMATITE]&lt;br /&gt;
 [NAME:black hematite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:IRON:100]&lt;br /&gt;
 [SOLID_DENSITY:5100]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:DAMASCUS]&lt;br /&gt;
 [NAME:damascus nuggets][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:DAMASCUS:100]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_METAL:DAMASCUS]&lt;br /&gt;
 [NAME:damascus][ADJ:damascene][COLOR:0:7:1]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 [SPEC_HEAT:500]&lt;br /&gt;
 [MELTING_POINT:12718]&lt;br /&gt;
 [BOILING_POINT:14968]&lt;br /&gt;
 [WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
 [DAMAGE_PERC:167]&lt;br /&gt;
 [BLOCK_PERC:167]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36246</id>
		<title>Challenge Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36246"/>
		<updated>2008-04-30T23:16:33Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* The Mad Butcher */ Wiki formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exiled Warlord ===&lt;br /&gt;
* Seven starting dwarves with no military skills&lt;br /&gt;
* All immigrants immediately activated into the military&lt;br /&gt;
* No killing them off on purpose!&lt;br /&gt;
&lt;br /&gt;
=== Hermit ===&lt;br /&gt;
&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Outcast ===&lt;br /&gt;
 &lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.&lt;br /&gt;
&lt;br /&gt;
=== Roughing it ===&lt;br /&gt;
&lt;br /&gt;
* No picks&lt;br /&gt;
&lt;br /&gt;
Don't [[dig]] or build at all. Bring no [[pick]]s, and don't ask for them in [[Trade depot|trade]]. Watch as the more &amp;quot;weather-averse&amp;quot; dwarves slowly go mad.&lt;br /&gt;
&lt;br /&gt;
=== Gone to the dogs ===&lt;br /&gt;
&lt;br /&gt;
* One [[pick]]&lt;br /&gt;
* A ton of [[animals]]&lt;br /&gt;
&lt;br /&gt;
Replace the starting equipment with an equal value in [[dog]]s or [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
=== ASPCA ===&lt;br /&gt;
&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Luddite ===&lt;br /&gt;
&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
=== City-States ===&lt;br /&gt;
&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;insert material&amp;gt; Fort ===&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
=== Dieting Dwarves ===&lt;br /&gt;
&lt;br /&gt;
'''Fishing Village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
* Obviously, no meat, fish, or dairy&lt;br /&gt;
* Also, no leather, silk, or shell&lt;br /&gt;
* In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]&lt;br /&gt;
&lt;br /&gt;
A fairly easy challenge. Take no meat and buy no meat. Butcher no animals. Gut no fish. Use no animal products like the [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
=== Hunting Party ===&lt;br /&gt;
&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
=== Immigration and Customs Enforcement ===&lt;br /&gt;
&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfsicles ===&lt;br /&gt;
&lt;br /&gt;
Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use [[ice]], instead. Be sure to bring plenty of [[Plump helmet|Plump Helmets]] for brewing drinks!&lt;br /&gt;
&lt;br /&gt;
For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.&lt;br /&gt;
&lt;br /&gt;
=== This. Is. SPARTAAAA ===&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. You should forbid the use of gold and silver, the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. &amp;lt;!-- why? --Savok --&amp;gt; You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;br /&gt;
&lt;br /&gt;
=== The Mad Butcher ===&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fort Geneva ===&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
=== Jack Of All Trades ===&lt;br /&gt;
 &lt;br /&gt;
* No starting skills for any dwarfs&lt;br /&gt;
* All starting dwarfs and all immigrants immediately have all possible jobs activated&lt;br /&gt;
* All workshops must be available at all times for all dwarfs of all skill levels&lt;br /&gt;
&lt;br /&gt;
Pray for strange moods!&lt;br /&gt;
&lt;br /&gt;
=== Master Of One ===&lt;br /&gt;
&lt;br /&gt;
* All starting dwarfs can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarfs labour screen&lt;br /&gt;
* All immigrants must stay with the profession/professions they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
Note: Since all dwarfs start with all hauling activated then that's fine- alternatively you could limit the peasants to hauling duties and only allow dwarfs with military skills into the military...&lt;br /&gt;
&lt;br /&gt;
=== Siege Master ===&lt;br /&gt;
&lt;br /&gt;
* No traps&lt;br /&gt;
* No drawbridges&lt;br /&gt;
* No locked doors&lt;br /&gt;
* No magma/water based defences&lt;br /&gt;
&lt;br /&gt;
=== Humanlike Fortress ===&lt;br /&gt;
&lt;br /&gt;
* Build a castle around the area you intend to play on.(A wall out of wood or stone. Metal if you really want to push it. It must not have a roof.) It can be extended as desired, but no buildings can be outside of it. (Farm plot and water wheel, or other mechanics (save for windmill) do not count as a building in this sense)&lt;br /&gt;
* All dwarf residences (bedrooms) must be above ground. Communal bedrooms allowed. Pathways between dwarf housings (not workshops) above surface level allowed, but no houses must be directly linked to the keep.&lt;br /&gt;
* Dwarf housings can be made in multipile floors, featuring only one basement floor&lt;br /&gt;
* All workshops must be in relevant, and different buildings (for example, mason's workshop and carpenter's workshop being in the same building is not alright, but a smelter and metalsmith's workshop is just fine. )&lt;br /&gt;
* Stockpiles underground are allowed.&lt;br /&gt;
* The Fortress must have a keep(with barracks attached to it, or next to it) for nobles, military, and guards. Weapons must be stored within, as well as all currency that isn't owned by dwarves.&lt;br /&gt;
* Farmlands must be kept outside the fortress.&lt;br /&gt;
* The only things allowed underground besides stockpile is a mineshaft for getting ore and stone, a sewer system, herb growth in basements is allowed and none of the houses can be directly linked to the mine shaft, or stockpile. Keep can disobey this rule.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41041</id>
		<title>User:MagiMaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41041"/>
		<updated>2008-04-30T09:11:52Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damascus Steel Mod==&lt;br /&gt;
Based on the Wikipedia entries for [http://en.wikipedia.org/wiki/Damascus_steel Damascus steel] and [http://en.wikipedia.org/wiki/Wootz_steel Wootz steel]. Feel free to discuss this on the talk page.&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
*Adds a new ore, black hematite, which is only found in small clusters in veins of regular hematite. By itself, it can only be smelted for iron.&lt;br /&gt;
*Adds damascus nuggets, which can only be made.&lt;br /&gt;
*Adds the metal damascus, which is as valuable as platinum and aluminum, but can be used to craft better weapons and armor than ordinary steel.&lt;br /&gt;
*Damascus nuggets can be produces by combining 1 black hematite, 3 other iron ores, 1 raw green glass and 1 charcoal in the smelter. These must then be smelted to produce damascus bars.&lt;br /&gt;
&lt;br /&gt;
===Issues===&lt;br /&gt;
*167% block and damage may be too strong. If so, 150% should be appropriate.&lt;br /&gt;
*May need to add the [DEEP] tag to the metal to prevent it from replacing equipment during embark. Because of the value, this raises the price of an axe, for example, by 100 points. This would prevent other civs from bring damascene goods to trade though.&lt;br /&gt;
&lt;br /&gt;
===Files===&lt;br /&gt;
&lt;br /&gt;
====reaction_damascus.txt====&lt;br /&gt;
 reaction_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:REACTION]&lt;br /&gt;
 &lt;br /&gt;
 [REACTION:DAMASCUS_MAKING]&lt;br /&gt;
 [NAME:make damascus nuggets]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:3:METAL_ORE:IRON]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:BLACK_HEMATITE]&lt;br /&gt;
 [REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]&lt;br /&gt;
 [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
 [PRODUCT:100:4:STONE:NO_SUBTYPE:STONE:DAMASCUS]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
&lt;br /&gt;
====matgloss_damascus.txt====&lt;br /&gt;
 matgloss_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:BLACK_HEMATITE]&lt;br /&gt;
 [NAME:black hematite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:IRON:100]&lt;br /&gt;
 [SOLID_DENSITY:5100]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:DAMASCUS]&lt;br /&gt;
 [NAME:damascus nuggets][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:DAMASCUS:100]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_METAL:DAMASCUS]&lt;br /&gt;
 [NAME:damascus][ADJ:damascene][COLOR:0:7:1]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 [SPEC_HEAT:500]&lt;br /&gt;
 [MELTING_POINT:12718]&lt;br /&gt;
 [BOILING_POINT:14968]&lt;br /&gt;
 [WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
 [DAMAGE_PERC:167]&lt;br /&gt;
 [BLOCK_PERC:167]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41040</id>
		<title>User:MagiMaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41040"/>
		<updated>2008-04-30T07:45:28Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damascus Steel Mod==&lt;br /&gt;
Based on the Wikipedia entries for [http://en.wikipedia.org/wiki/Damascus_steel Damascus steel] and [http://en.wikipedia.org/wiki/Wootz_steel Wootz steel]. Feel free to discuss this on the talk page.&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
&lt;br /&gt;
*Adds a new ore, black hematite, which is only found in small clusters in veins of regular hematite. By itself, it can only be smelted for iron.&lt;br /&gt;
*Adds damascus nuggets, which can only be made.&lt;br /&gt;
*Adds the metal damascus, which is as valuable as platinum and aluminum, but can be used to craft better weapons and armor than ordinary steel.&lt;br /&gt;
*Damascus nuggets can be produces by combining 1 black hematite, 3 other iron ores, 1 raw green glass and 1 charcoal in the smelter. These must then be smelted to produce damascus bars.&lt;br /&gt;
*167% block and damage may be too strong. If so, 150% should be appropriate.&lt;br /&gt;
&lt;br /&gt;
===Files===&lt;br /&gt;
&lt;br /&gt;
====reaction_damascus.txt====&lt;br /&gt;
 reaction_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:REACTION]&lt;br /&gt;
 &lt;br /&gt;
 [REACTION:DAMASCUS_MAKING]&lt;br /&gt;
 [NAME:make damascus nuggets]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:3:METAL_ORE:IRON]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:BLACK_HEMATITE]&lt;br /&gt;
 [REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]&lt;br /&gt;
 [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
 [PRODUCT:100:4:STONE:NO_SUBTYPE:STONE:DAMASCUS]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
&lt;br /&gt;
====matgloss_damascus.txt====&lt;br /&gt;
 matgloss_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:BLACK_HEMATITE]&lt;br /&gt;
 [NAME:black hematite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:IRON:100]&lt;br /&gt;
 [SOLID_DENSITY:5100]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:DAMASCUS]&lt;br /&gt;
 [NAME:damascus nuggets][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:DAMASCUS:100]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_METAL:DAMASCUS]&lt;br /&gt;
 [NAME:damascus][ADJ:damascene][COLOR:0:7:1]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 [SPEC_HEAT:500]&lt;br /&gt;
 [MELTING_POINT:12718]&lt;br /&gt;
 [BOILING_POINT:14968]&lt;br /&gt;
 [WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
 [DAMAGE_PERC:167]&lt;br /&gt;
 [BLOCK_PERC:167]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30470</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30470"/>
		<updated>2008-04-30T07:35:43Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000064&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== Damascus Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a new ore and a new, more valuable steel alloy: Damascus steel.&lt;br /&gt;
&lt;br /&gt;
[[User:MagiMaster#Damascus_Steel_Mod|Damascus Steel Mod]]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41039</id>
		<title>User:MagiMaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41039"/>
		<updated>2008-04-30T07:16:33Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damascus Steel Mod==&lt;br /&gt;
Based on the Wikipedia entries for [http://en.wikipedia.org/wiki/Damascus_steel Damascus steel] and [http://en.wikipedia.org/wiki/Wootz_steel Wootz steel].&lt;br /&gt;
&lt;br /&gt;
====reaction_damascus.txt====&lt;br /&gt;
 reaction_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:REACTION]&lt;br /&gt;
 &lt;br /&gt;
 [REACTION:DAMASCUS_MAKING]&lt;br /&gt;
 [NAME:make damascus nuggets]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:3:METAL_ORE:IRON]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:BLACK_HEMATITE]&lt;br /&gt;
 [REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]&lt;br /&gt;
 [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
 [PRODUCT:100:4:STONE:NO_SUBTYPE:STONE:DAMASCUS]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
&lt;br /&gt;
====matgloss_damascus.txt====&lt;br /&gt;
 matgloss_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:BLACK_HEMATITE]&lt;br /&gt;
 [NAME:black hematite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:IRON:100]&lt;br /&gt;
 [SOLID_DENSITY:5100]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:DAMASCUS]&lt;br /&gt;
 [NAME:damascus nuggets][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:DAMASCUS:100]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_METAL:DAMASCUS]&lt;br /&gt;
 [NAME:damascus][ADJ:damascene][COLOR:0:7:1]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 [SPEC_HEAT:500]&lt;br /&gt;
 [MELTING_POINT:12718]&lt;br /&gt;
 [BOILING_POINT:14968]&lt;br /&gt;
 [WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
 [DAMAGE_PERC:167]&lt;br /&gt;
 [BLOCK_PERC:167]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41038</id>
		<title>User:MagiMaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagiMaster&amp;diff=41038"/>
		<updated>2008-04-30T06:59:10Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: New page: ==Damascus Steel Mod== Based on the Wikipedia entries for Damascus and Wootz metal.   ====reaction_damascus.txt====  reaction_damascus    [OBJECT:REACTION]    [REACTION:DAMASCUS_MAKING]  [...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damascus Steel Mod==&lt;br /&gt;
Based on the Wikipedia entries for Damascus and Wootz metal. &lt;br /&gt;
&lt;br /&gt;
====reaction_damascus.txt====&lt;br /&gt;
 reaction_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:REACTION]&lt;br /&gt;
 &lt;br /&gt;
 [REACTION:DAMASCUS_MAKING]&lt;br /&gt;
 [NAME:make damascus nuggets]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:3:METAL_ORE:IRON]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:BLACK_HEMATITE]&lt;br /&gt;
 [REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]&lt;br /&gt;
 [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]&lt;br /&gt;
 [PRODUCT:100:4:STONE:NO_SUBTYPE:STONE:DAMASCUS]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
&lt;br /&gt;
====matgloss_damascus.txt====&lt;br /&gt;
 matgloss_damascus&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:MATGLOSS]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:BLACK_HEMATITE]&lt;br /&gt;
 [NAME:black hematite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:IRON:100]&lt;br /&gt;
 [SOLID_DENSITY:5100]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_STONE:DAMASCUS]&lt;br /&gt;
 [NAME:damascus nuggets][COLOR:0:7:1][TILE:156]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:DAMASCUS:100]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 &lt;br /&gt;
 [MATGLOSS_METAL:DAMASCUS]&lt;br /&gt;
 [NAME:damascus][ADJ:damascene][COLOR:0:7:1]&lt;br /&gt;
 [VALUE:40]&lt;br /&gt;
 [SPEC_HEAT:500]&lt;br /&gt;
 [MELTING_POINT:12718]&lt;br /&gt;
 [BOILING_POINT:14968]&lt;br /&gt;
 [WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
 [DAMAGE_PERC:167]&lt;br /&gt;
 [BLOCK_PERC:167]&lt;br /&gt;
 [SOLID_DENSITY:7850]&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
</feed>