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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Metalax</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Metalax"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Metalax"/>
	<updated>2026-06-21T17:04:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36562</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36562"/>
		<updated>2008-06-12T19:38:41Z</updated>

		<summary type="html">&lt;p&gt;Metalax: New quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|35}}|{{#expr: ({{rand2|10}}+25)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--35--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Adjust_Profile&amp;diff=39449</id>
		<title>Utility Talk:Adjust Profile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Adjust_Profile&amp;diff=39449"/>
		<updated>2008-06-06T17:00:05Z</updated>

		<summary type="html">&lt;p&gt;Metalax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that you cap the levels at 15, I recommend no cap, due to extra stat point bonuses you can get. --[[User:Jifodus|Jifodus]] 23:56, 25 March 2008 (EDT)&lt;br /&gt;
: Do you really need UINT_MAX skill points? [[User:Rinn|Rinn]] 06:00, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 13:59, 15 April 2008 (EDT)&lt;br /&gt;
: Fixed as of version 1.1. [[User:Rinn|Rinn]] 06:00, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There seems to be a problem if you have more than seven starting dwarves, via adjuststart. It will display all of them correctly but any attempt to alter/load/write skills for those past the initial seven causes an error.--[[User:Metalax|Metalax]] 13:00, 6 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stocks&amp;diff=40460</id>
		<title>40d:Stocks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stocks&amp;diff=40460"/>
		<updated>2008-05-08T22:25:04Z</updated>

		<summary type="html">&lt;p&gt;Metalax: /* Inventory */  added the other colour codes for stocks list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Stocks''' screen, accessible via the '''[[Status]]''' screen, is a careful record of your fort's entire inventory.  It is managed by the [[bookkeeper]], who periodically must update the [[stockpile]] records, depending on how quickly your fort's [[wealth]] is growing or being depleted.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
The Stocks screen displays a list of product categories on the left side.  Next to those categories is the total number of objects you have that fit within that category, listed first as the total number available, and then as the total number used in buildings.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_stocks_screen.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==Precision==&lt;br /&gt;
&lt;br /&gt;
The precision of the Stocks screen depends on the settings of the bookkeeper [[noble]].  There are five possible settings:&lt;br /&gt;
&lt;br /&gt;
; Lowest Precision&lt;br /&gt;
: This setting is precise only to one significant figure.&lt;br /&gt;
:*Any number from 0 to 9 will be exact.&lt;br /&gt;
:*A number from 10 to 99 will be rounded to the nearest 10.&lt;br /&gt;
:*A number from 100 to 999 will be rounded to the nearest 100.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 1,000.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 10,000.&lt;br /&gt;
&lt;br /&gt;
; Low Precision&lt;br /&gt;
: This setting is precise up to two significant figures.&lt;br /&gt;
:*Any number from 0 to 99 will be exact.&lt;br /&gt;
:*A number from 100 to 999 will be rounded to the nearest 10.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 100.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 1,000.&lt;br /&gt;
&lt;br /&gt;
; Medium Precision&lt;br /&gt;
: This setting is precise up to three significant figures.  This is a good and practical level to maintain stockpile records at for a decent-sized fort.  You will rarely be concerned with exact figures for more than 1,000 commodities at a time.&lt;br /&gt;
:*Any number from 0 to 999 will be exact.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 10.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 100.&lt;br /&gt;
&lt;br /&gt;
; High Precision&lt;br /&gt;
: This setting is precise up to four significant figures.  This setting is extremely precise and can be useful for very massive fortresses or compulsive perfectionists.&lt;br /&gt;
:*Any number from 0 to 9,999 will be exact.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 10.&lt;br /&gt;
&lt;br /&gt;
; Highest Precision&lt;br /&gt;
: This setting is totally precise.  All stockpile records will be exact.  Maintaining stockpile records at this level is a full-time job and is recommended only if you have a dedicated bookkeeper.&lt;br /&gt;
&lt;br /&gt;
If a number has been rounded, it will appear with a trailing question mark and will be displayed in brown ink instead of light grey.  For instance, &amp;quot;20?&amp;quot; instead of &amp;quot;17&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Inventory==&lt;br /&gt;
&lt;br /&gt;
If you have a sufficient level of precision to count each and every item in the given category, you will see an inventory display on the right side of the screen.  If you do not have enough precision, the right side of the screen will be blank.&lt;br /&gt;
&lt;br /&gt;
This inventory display has two modes.  The first mode is a compacted view which lists objects by type and total number.  It is handy to get a general idea of the number of goods you have available.  The second mode is an exact view which lists each unique object or stack of objects in your fort.  This display is useful for selecting individual items to [[forbid]], [[melt]] or [[dump]].  To toggle between either of the two modes, press {{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
In the exact mode, the items text is colour coded.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colour&lt;br /&gt;
! represents&lt;br /&gt;
|-&lt;br /&gt;
|brown||produced in fort&lt;br /&gt;
|-&lt;br /&gt;
|grey||imported to fort&lt;br /&gt;
|-&lt;br /&gt;
|dark cyan||part of a [[building]]&lt;br /&gt;
|-&lt;br /&gt;
|dark purple||part of a [[construction]], forbidden or designated for dump/melt&lt;br /&gt;
|-&lt;br /&gt;
|dark red||not owned by fort&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21812</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21812"/>
		<updated>2008-05-08T22:03:26Z</updated>

		<summary type="html">&lt;p&gt;Metalax: added to Category:Items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Value is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|0||[[Bone]], [[Shell]], [[Fat]], Mangled Meat...&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|1||[[Bolt]]s, [[Seed]]s, [[Tallow]], [[Animal]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Meat]], [[Fish]], Raw [[Fish]], [[Alcohol|Drink]]s, [[Plants]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||Raw Materials - Rough [[Gem]]s, [[Stone]], [[Log]]s etc&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Metal|Bars]], Cut [[Gems]], [[Blocks]], [[Sand]], [[Leather|Tanned Hides]], [[Animal Trap]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|7||[[Cloth]]*&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||Coins, All [[furniture]] except statues, all [[craft]]s, [[clothes]]*, [[Decoration]]s, [[Prepared meal]]s, large gems, [[Buckler]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|15||[[Shoes]]*, [[Clothing|Socks]]*, [[Boot]]s, [[Gauntlet]]s, [[Leggings]], [[Shield]]s, [[Helm]]s,&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Leather]] [[Armor]], [[Siege Ammo]], [[Flour]], [[Dwarven sugar|Sugar]], [[Dwarven syrup|Syrup]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]]s, [[Window]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Greaves]], [[Mechanism]]s, [[Siege Engine]] Parts&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Chain Mail]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|100||[[Plate Mail]], [[Anvil]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Cloth has an additional modifier of +20, finished goods made from cloth have a modifier of +40&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Materials&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|1||Common [[Stone]] (Shale, Jet, Bauxite, Bituminous coal, Cinnabar..), [[Bismuthinite]] [[Wood]], [[Leather]], [[Bone]], [[Shell]], [[whip vine]],&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Silk]]**, [[Pig tail]], [[Rope reed]], [[Plump helmet]], [[Quarry bush]], [[Longland grass]], [[Charcoal]], Green [[Glass]], '''Stone:''' any [[Flux]], '''Metal:''' [[Lead]], [[Nickel]], [[Zinc]], [[Bismuth]], [[Copper]], [[Tin]], '''[[Ore]]:''' [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Cassiterite]], '''Gems:''' [[Morion]], [[Onyx]], [[Schorl]], [[Moss agate]], [[Prase]], [[Variscite]], [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sard]], [[Sardonyx]], [[Lavendar jade]], [[Pink jade]], [[Brown jasper]], [[Fire agate]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]], [[Dendritic agate]], [[Fortification agate]], [[Gray chalcedony]], [[Milk quartz]], [[Moonstone]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Chrysoprase]], [[Chrysocolla]], [[Turquoise]], [[Citrine]], [[Pyrite]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Potash]], [[Nickel silver]], [[Lay pewter]], [[Tetrahedrite]], [[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|4||[[Pearlash]], [[Trifle pewter]],&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]], [[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||[[Silver]],[[Iron]], Crystal [[Glass]], [[Pig iron]], [[Horn silver]], [[Moss opal]], [[Prase opal]], [[Amber opal]], [[Wax opal]], [[Wood opal]], [[Bone opal]], [[Clear tourmaline]], [[Jasper opal]], [[Milk opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Shell opal]], [[Cherry opal]], [[Gold opal]], [[Resin opal]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Melanite]], [[Red tourmaline]], [[Jelly opal]], [[Fire opal]], [[Pink tourmaline]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|20||[[Electrum]], [[Black pyrope]], [[Black zircon]], [[Green tourmaline]], [[Green zircon]], [[Almandine]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Purple spinel]], [[Rhodolite]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Bandfire opal]], [[Cat's eye]], [[Clear garnet]], [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Pinfire opal]], [[White opal]], [[Claro opal]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]], [[Aquamarine]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]], [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topaz]], [[Topazolite]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Platinum]], [[Aluminum]], [[Sapphire]], [[Emerald]], [[Ruby]], [[Faint yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Black diamond]], [[Blue diamond]], [[Green diamond]], [[Red diamond]], [[Clear diamond]], [[Star sapphire]], [[Star ruby]], [[Yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; '''giant''' cave spider silk has an multiplier of 10, applied after base value, quality and addition of 40. Example: Wellcrafted giant cave spider silk robe (2*10*2+40)*10=800☼&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your craftsdwarves can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a gold stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by dyeing is added, like that of decorations. Only thread, cloth and its products can be dyed. Details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! Quality&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|Anvil ||(100)||Steel ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|Door ||(10)||Obsidian ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|Block ||(5)||Wood ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Lead ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Aluminum||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Skull&amp;diff=41316</id>
		<title>40d Talk:Skull</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Skull&amp;diff=41316"/>
		<updated>2008-05-06T12:42:54Z</updated>

		<summary type="html">&lt;p&gt;Metalax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As far as I recall rotting creatures leave skulls too... Article says only about butchering. --[[User:Someone-else|Someone-else]] 06:25, 6 May 2008 (EDT)&lt;br /&gt;
:The article states that skulls are obtained from corpses, as well as butchering(which I take here to mean slaughtering livestock). This could be rewritten to make it clearer.--[[User:Metalax|Metalax]] 08:42, 6 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34261</id>
		<title>40d Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34261"/>
		<updated>2008-05-06T12:35:02Z</updated>

		<summary type="html">&lt;p&gt;Metalax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Equipment==&lt;br /&gt;
I forgot to designate a farmer(plot) at the prepare screen. I added the task to my fisherdwarf, there is no free water on the map so he cannot fish anyway, but he refuses to farm (even though he created a plot).&lt;br /&gt;
&lt;br /&gt;
Should he need any eqiupment which I don't have due to my oversight?&lt;br /&gt;
&lt;br /&gt;
Thanks[[User:GarrieIrons|GarrieIrons]] 05:48, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;AFAIK, you need *some* skill level to build a related building. Meaning grower is one of those skills you need atleast a single skill point in to use. Best bet is to either survive on hunting and herbalism, or restart. --[[User:N9103|Edward]] 07:12, 8 January 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::The plot is ''built'' - but they refuse to plant it. Having looked at [[soil]] - is that because it is ''sandy loam''? It isn't on the list at that article. Maybe it's time I learned how to [[irrigate]]?[[User:GarrieIrons|GarrieIrons]] 07:30, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you built the plot, then it should be farmable. You have seeds and have told that plot to use those seeds, right? If so, I don't know why the fisher's not farming. Will other dwarfs farm with the labor on? --[[User:N9103|Edward]] 20:17, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: you do not need any level of skill to build anything edward, just need to turn on that job type. [[User:Chariot|Chariot]] 22:02, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Suggested size==&lt;br /&gt;
Anyone got a better estimate than &amp;quot;25 squares will get an undefined number of dwarves through one winter&amp;quot;? On that note, do dwarves eat more during winter? --[[User:Juckto|Juckto]] 06:44, 6 May 2008 (EDT)&lt;br /&gt;
:A 25 square plot growing plump helmets can easily provide food and beer indefinitely for 40-50 dwarves with a low skill dedicated grower. A high skill dedicated grower can easily support 80-100 dwarves. Only thing to be careful of would be the grower going on break, but placing a second or third grower should enable you too support a fort without worry. All previous testing seems to indicate that dwarves do not eat more during winter.--[[User:Metalax|Metalax]] 08:35, 6 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Boot&amp;diff=28642</id>
		<title>40d:Boot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Boot&amp;diff=28642"/>
		<updated>2008-05-06T03:30:45Z</updated>

		<summary type="html">&lt;p&gt;Metalax: HB provide protection for lower leg.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''boot''' is a type of [[clothing|shoe]] that dwarves wear on their feet. They come in low boot or high boot varieties. Lightweight boots can be made of [[leather]] at the [[leather works]] for everyday wear, or can be made from various types of [[metal]] at a [[metalsmith's forge]] into chain and plate [[armor]] for the feet. High boots provide protection for the lower leg as well as the foot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37400</id>
		<title>40d:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37400"/>
		<updated>2008-05-04T08:47:57Z</updated>

		<summary type="html">&lt;p&gt;Metalax: multiple small changes and additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many items are subject to wear/rotting/withering if stored '''outside'''. &lt;br /&gt;
&lt;br /&gt;
There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item value is significantly effected by the level of wear.&lt;br /&gt;
&lt;br /&gt;
Most items are ''not'' subject to wear when stored in stockpiles, inside, notably prepared meals, [[Alcohol|drinks]] and [[plants]]. Some items, in particular plants and cooked meals, will still rot when lying around outside of stockpiles, in workshops, or, worse, in water.&lt;br /&gt;
&lt;br /&gt;
Storage in barrels will delay wear both in and out of stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some [[food]], specifically uncooked [[meat]], [[fish]], and [[clothes]] are still subject to '''wear''' when stored in stockpiles. Wear of barrelled meat or fish will set in roughly 2 seasons after butchering or arriving at the area with traders, increasing by roughly one level per season. Raw fish will instead rot.&lt;br /&gt;
&lt;br /&gt;
Mangled food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
The remains of vermin, as well as corpses and chunks, will rot both inside and outside, more importantly they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or well separated from the rest of your fortress if inside.&lt;br /&gt;
&lt;br /&gt;
Clothing will wear over a period of years as it is being worn by a creature. Currently{{v|0.27.176.38c}} no unhappy thoughts result from this wear.&lt;br /&gt;
&lt;br /&gt;
Wear can be caused by heavy traffic over the location an item is stored.&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sheriff&amp;diff=22758</id>
		<title>40d:Sheriff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sheriff&amp;diff=22758"/>
		<updated>2008-05-04T04:04:07Z</updated>

		<summary type="html">&lt;p&gt;Metalax: indicated that sheriff will still perform job if drafted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Sheriff&lt;br /&gt;
| quarters=Modest [[Bedroom|Quarters]]&lt;br /&gt;
| dining=Modest [[Dining Room]]&lt;br /&gt;
| office=Modest [[Office]]&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
}}&lt;br /&gt;
The position of '''sheriff''' opens once the population of your fortress reaches 20. The sheriff will subdue and imprison lawbreaking dwarves.  Without a [[jail]], the sheriff will have no choice but to issue summary [[justice]] in the form of a beating. The sheriff will still perform justice jobs if [[Military|drafted]] to the military.&lt;br /&gt;
&lt;br /&gt;
When your fortress reaches 50 dwarves, the sheriff will be promoted to [[Captain of the guard]].&lt;br /&gt;
&lt;br /&gt;
Sheriff can be designated through the [[nobles screen]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36967</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36967"/>
		<updated>2008-02-14T06:02:48Z</updated>

		<summary type="html">&lt;p&gt;Metalax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS] allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
 [OCEAN_PRODUCTS] allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
 [INDOOR_FARMING] determines if inside farms will be generated for civ towns.&lt;br /&gt;
 [OUTDOOR_FARMING] determines if outside farms will be generated for civ towns.&lt;br /&gt;
 [CLOTHING] civ members will attempt to wear clothing&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL] Has a preference for weak metals (copper)&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] allows adventure mode, the number determines the order in the list.&lt;br /&gt;
 [INDIV_CONTROLLABLE] allows Play Now! adventure mode.&lt;br /&gt;
 [CIV_CONTROLLABLE] allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] most residents will try to move to this site type, unless already at one.&lt;br /&gt;
 [TOLERATES_SITE:*] some residents will try to move to this site type, unless already at one.&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle there.&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made &lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*] ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
 [TRANSLATION:*] What language raw the entity uses&lt;br /&gt;
 [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets&lt;br /&gt;
 [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets &lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] &amp;lt;front&amp;gt;:&amp;lt;back&amp;gt;:&amp;lt;brightness&amp;gt; see [[color]] for values&lt;br /&gt;
 [METAL_PREF] enables creatures of this entity to have a preference for one or more metals&lt;br /&gt;
 [STONE_PREF] enables creatures of this entity to have a preference for one or more stones&lt;br /&gt;
 [WOOD_PREF] enables creatures of this entity to have a preference for one or more types of wood&lt;br /&gt;
 [GEM_PREF] enables creatures of this entity to have a preference for one or more gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.&lt;br /&gt;
 [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions&lt;br /&gt;
 [MAYOR] civ settlements have a mayor&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes, possible others?&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or invade&lt;br /&gt;
 [AMBUSHER] when invading sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] will not attack wildlife.&lt;br /&gt;
 [BABYSNATCHER] sends thieves to steal babies&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has guards&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] sends thieves to steal items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come to site once population at site has reached that level&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
 [RESPECT_ANIMALS] will not buy animal based items and is angered at the attempt&lt;br /&gt;
 [RESPECT_TREES] will not buy wooden items and is angered at the attempt&lt;br /&gt;
 [SIEGER] allows the entity to invade your fortress if angered. (needs verified)&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle/DesignatorTiles&amp;diff=37298</id>
		<title>User talk:Bartavelle/DesignatorTiles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bartavelle/DesignatorTiles&amp;diff=37298"/>
		<updated>2008-02-13T12:35:14Z</updated>

		<summary type="html">&lt;p&gt;Metalax: some testing of values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Been experimenting with this&lt;br /&gt;
&lt;br /&gt;
db 09000 0, db 29000 0, db 49000 0, db 69000 0, db 89000 0, db a9000 0, db c9000 0, db e9000 0&lt;br /&gt;
&lt;br /&gt;
All give the same tile a rough, dark, inside, subterranean obsidian wall. All save db 09000 0 were found naturally occurring in the map.&lt;br /&gt;
The patten of numbers continues up ie, db 109000 0 db, 129000 0 etc.&lt;br /&gt;
&lt;br /&gt;
The same values were found and worked on various z levels, and could all be found naturally on different z levels that contained obsidian.&lt;br /&gt;
&lt;br /&gt;
Further testing gives: db 19000 0 ,db 39000 0, db 59000 0, makes the tile rough, dark, outside, subterranean obsidian wall&lt;br /&gt;
This continues up in a similar pattern to that above.&lt;br /&gt;
&lt;br /&gt;
Smoothing changes only the first value, only checked a few dozen tiles but I had values from 133 to 145. 144 seemed to be an extremely common value though this may be due to tiles altered during the previous bout of testing.&lt;br /&gt;
&lt;br /&gt;
Damp/warm states don't seem to be included in these values as damp/warm tiles were changed in material without affecting their state. Existing damp/warm tiles held the same values as those found elsewhere.&lt;br /&gt;
--[[User:Metalax|Metalax]] 07:35, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building_designer&amp;diff=19994</id>
		<title>40d Talk:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building_designer&amp;diff=19994"/>
		<updated>2007-11-11T07:11:34Z</updated>

		<summary type="html">&lt;p&gt;Metalax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we know how much the skill of the designer and the constructor affect the quality of the building? Does it just average out, or does the materials involved skew the results?--[[User:Xazak|Xazak]] 17:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Both are listed seperately when the structure is selected on the rooms list. Need to check if there are seperate happy thoughts for high quality design and high quality construction.--[[User:Metalax|Metalax]] 02:11, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floor&amp;diff=12689</id>
		<title>40d:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floor&amp;diff=12689"/>
		<updated>2007-11-04T21:50:09Z</updated>

		<summary type="html">&lt;p&gt;Metalax: floors do not currently make tiles below them dark.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floor''' is a tile state that creatures can walk on. A floor is either formed naturally by the ground, by constructing walls (thus creating a floor on the level above) or by building a floor. Floors can be built on natural floors; this distinction is subtle but allows for 'paving'. Constructed floors count as [[construction]]s and cannot have [[wall]]s built upon them. Floors enclose spaces making the tile below them [[inside]].&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Floors must be built up tile by tile. There is no way to build more than one at a time. {{ver|0.27.169.33a}}&lt;br /&gt;
== Destuction ==&lt;br /&gt;
Use caution when deconstructing floors as the dwarves will stand on them while removing them. This causes them to fall through to the next level down when they finish which can be quite dangerous. &lt;br /&gt;
If the floors created by the construction of a [[wall]] on a lower level are removed than the dwarf removing them will be stuck floating in the air until they are rebuilt. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Digging]]&lt;br /&gt;
&lt;br /&gt;
{{Furniture}}&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Metalax</name></author>
	</entry>
</feed>