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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mocha2007</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=Mocha2007"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Mocha2007"/>
	<updated>2026-05-09T14:41:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill_rust&amp;diff=294672</id>
		<title>Skill rust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill_rust&amp;diff=294672"/>
		<updated>2023-08-07T01:33:18Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: redirect to exact section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Skill#Skill_rust]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=284201</id>
		<title>Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=284201"/>
		<updated>2023-01-06T15:40:29Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: this figure is exact; not approximate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{stonelookup/0}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Tetrahedrite''' is an incredibly common [[ore]] of both [[copper]] and [[silver]]. [[Smelter|Smelting]] tetrahedrite will produce 4 copper [[bar]]s and 0-4 silver [[bar]]s*. On average, each nugget of tetrahedrite will produce less than one bar of silver when smelted.&lt;br /&gt;
&lt;br /&gt;
: * There is a separate 20% chance for each of the 4 silver bars being produced. This works out to be an &amp;lt;u&amp;gt;average&amp;lt;/u&amp;gt; of 0.8 silver bars each time a unit of tetrahedrite is smelted, with &amp;quot;no bars&amp;quot; or &amp;quot;1 bar&amp;quot; being equally common (40.96% of the time), 2 bars not uncommon (15.36% of the time), and 3 or 4 uncommon but not impossible (2.56% and 0.16%, respectively).&lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can also be used in [[alloy]] reactions requiring either a copper-bearing ore or a silver-bearing ore, but will only be used as a ''silver'' ore if no other silver ores are available. Two tetrahedrite nuggets can be smelted together as a copper-bearing ore and a silver-bearing ore to make eight [[billon]] bars for a roughly 70% increase in value compared to smelting the nuggets independently.&lt;br /&gt;
&lt;br /&gt;
When using tetrahedrite as a copper-bearing ore, it's often best to smelt it into bars first and then use those copper bars to create the alloy. This allows you to produce some [[silver]] bars in addition to the bars of alloy, but does require additional [[fuel]] and time. A clear exception to this is when producing [[billon]] from two tetrahedrite nuggets, when the benefits of using tetrahedrite as a silver-bearing ore outweigh the drawbacks of using tetrahedrite as a copper-bearing ore.&lt;br /&gt;
&lt;br /&gt;
[[File:Tetrahedrite-Chalcopyrite-Sphalerite-251531.jpg|thumb|300px|center|Tetrahedrite crystals with chalcopyrite and sphalerite crystals (size: 8.2 x 6.4 x 4.7 cm)]]&lt;br /&gt;
&lt;br /&gt;
==Understanding the value chain==&lt;br /&gt;
A single tetrahedrite boulder (seen in-game as simply &amp;quot;tetrahedrite&amp;quot;, laying on the floor as a byproduct of [[miner|mining]]) has a [[Item value|value]] of 9 (3 for being a stone boulder, times 3 for it being tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
This boulder can be smelted into 4 bars of copper, each having a value of 10 (5 for being bars, times 2 for them being made of copper), for a total of 40, and a random amount of 0 to 4 bars of silver (mean being 0.8), each having a value of 50 (5 for being bars, times 10 for them being made of silver). So each single tetrahedrite boulder gives you a (mean) value of 80 in copper and silver bars.&lt;br /&gt;
&lt;br /&gt;
Each bar can be then [[Forge|forged]] into items, like a [[battle axe]]. A copper battle axe will have a value of 68 (34 for being a battle axe, times 2 for being made of copper), thus the original tetrahedrite boulder will yield a total value of 544 (272 from the 4 copper battle axes, plus 272 as a mean of the possible silver battle axes, each worth 340). And this can be multiplied up to 12x since battle axes have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=284200</id>
		<title>Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=284200"/>
		<updated>2023-01-06T15:39:35Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: exact odds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{stonelookup/0}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Tetrahedrite''' is an incredibly common [[ore]] of both [[copper]] and [[silver]]. [[Smelter|Smelting]] tetrahedrite will produce 4 copper [[bar]]s and 0-4 silver [[bar]]s*. On average, each nugget of tetrahedrite will produce less than one bar of silver when smelted.&lt;br /&gt;
&lt;br /&gt;
: * There is a separate 20% chance for each of the 4 silver bars being produced. This works out to be an &amp;lt;u&amp;gt;average&amp;lt;/u&amp;gt; of around .8 silver bars each time a unit of tetrahedrite is smelted, with &amp;quot;no bars&amp;quot; or &amp;quot;1 bar&amp;quot; being equally common (40.96% of the time), 2 bars not uncommon (15.36% of the time), and 3 or 4 uncommon but not impossible (2.56% and 0.16%, respectively).&lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can also be used in [[alloy]] reactions requiring either a copper-bearing ore or a silver-bearing ore, but will only be used as a ''silver'' ore if no other silver ores are available. Two tetrahedrite nuggets can be smelted together as a copper-bearing ore and a silver-bearing ore to make eight [[billon]] bars for a roughly 70% increase in value compared to smelting the nuggets independently.&lt;br /&gt;
&lt;br /&gt;
When using tetrahedrite as a copper-bearing ore, it's often best to smelt it into bars first and then use those copper bars to create the alloy. This allows you to produce some [[silver]] bars in addition to the bars of alloy, but does require additional [[fuel]] and time. A clear exception to this is when producing [[billon]] from two tetrahedrite nuggets, when the benefits of using tetrahedrite as a silver-bearing ore outweigh the drawbacks of using tetrahedrite as a copper-bearing ore.&lt;br /&gt;
&lt;br /&gt;
[[File:Tetrahedrite-Chalcopyrite-Sphalerite-251531.jpg|thumb|300px|center|Tetrahedrite crystals with chalcopyrite and sphalerite crystals (size: 8.2 x 6.4 x 4.7 cm)]]&lt;br /&gt;
&lt;br /&gt;
==Understanding the value chain==&lt;br /&gt;
A single tetrahedrite boulder (seen in-game as simply &amp;quot;tetrahedrite&amp;quot;, laying on the floor as a byproduct of [[miner|mining]]) has a [[Item value|value]] of 9 (3 for being a stone boulder, times 3 for it being tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
This boulder can be smelted into 4 bars of copper, each having a value of 10 (5 for being bars, times 2 for them being made of copper), for a total of 40, and a random amount of 0 to 4 bars of silver (mean being 0.8), each having a value of 50 (5 for being bars, times 10 for them being made of silver). So each single tetrahedrite boulder gives you a (mean) value of 80 in copper and silver bars.&lt;br /&gt;
&lt;br /&gt;
Each bar can be then [[Forge|forged]] into items, like a [[battle axe]]. A copper battle axe will have a value of 68 (34 for being a battle axe, times 2 for being made of copper), thus the original tetrahedrite boulder will yield a total value of 544 (272 from the 4 copper battle axes, plus 272 as a mean of the possible silver battle axes, each worth 340). And this can be multiplied up to 12x since battle axes have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Petition&amp;diff=282897</id>
		<title>DF2014:Petition</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Petition&amp;diff=282897"/>
		<updated>2023-01-04T00:22:30Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:37, 16 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.44.11}}&lt;br /&gt;
&lt;br /&gt;
'''Petitions''' are formal demands from foreign entities, be they single [[visitor]]s or [[army|armies]]. They may range from relatively mundane to dramatic with far-ranging consequences to your fort. Petitions are distinct from [[diplomat]]ic agreements with other [[civilization]]s, such as the tree-cutting quota with [[elves]], or peace treaties.&lt;br /&gt;
&lt;br /&gt;
Petitions may be delivered by a foreign petitioner meeting with your [[mayor]] at their [[office]], or they may be more abstract. In both cases, a blinking 'P' will appear on the game screen, indicating that one is pending and awaiting review by the player. It is not possible to consult the petitions screen if none are pending.&lt;br /&gt;
&lt;br /&gt;
There are currently six kinds of petitions:&lt;br /&gt;
&lt;br /&gt;
*Petition for [[Long-term resident|long-term residency]] by a passing [[visitor]]; stating the purpose of their stay (entertainment, soldiering, study, or slaying monsters) which you are free to accept or not. If you do, they will reside at your [[tavern]] and will not do any other labors than those they were intent on doing. &lt;br /&gt;
&lt;br /&gt;
*Petition for [[citizenship]] by a long-term resident, usually after living in the fort for two years or so (mercenaries and monster slayers do not ever request citizenship). Accepting the petition turns the resident into a full-fledged citizen of your fort, the same as your dwarves, and their labor preferences can be assigned.&lt;br /&gt;
&lt;br /&gt;
*Petition for an [[artifact]] by a passing [[quester]]. If you accept, a job will be created to deliver the artifact to the visitor, who will then leave. Otherwise, they may do one of the following: turn hostile, leave and sneak back in to attempt to steal it, or report back to the entity they represent, with possible adverse consequences for your fort in the form of a [[siege]].&lt;br /&gt;
&lt;br /&gt;
*Petition for parley by an invading [[army]]. This one is delivered abstractly (presumably at shouting distance). The army will camp at the edge of the map, waiting for your response (they will attack if ignored for too long). If you accept, a dwarf will be sent out for the parley, which will inevitably involve the surrender of an artifact that you failed to give to a [[quester]] previously. The parley is fair: the army will not betray you and attack anyway if you give in to their demand, and even if you do not, they will give the herald sufficient time to retreat back to your fortress before they attack.&lt;br /&gt;
&lt;br /&gt;
*Petition for a [[temple]] or [[guildhall]]: If you have a large number of dwarves worshiping the same god, or members of a guild, they may request that you construct them a meeting location ({{K|i}} - {{K|m}}) with enough [[Room#Quality|value]] to be considered a Guildhall or Temple (2000☼). Accepting the petition will give these dwarves a positive [[thought]], while rejecting it will give a negative thought. Building a guild hall after accepting it will give them another positive thought.&lt;br /&gt;
&lt;br /&gt;
*Petition for a grand guildhall: Similarly to the previous one, once a large number of dwarves are members of a guild, they may request to upgrade their guildhall to a grand guillhall (10000☼). Again, accepting and fulfilling the petition will give the dwarves positive thoughts, while rejecting it will give them a negative thought.&lt;br /&gt;
&lt;br /&gt;
*Petition for a [[priest]]:  Once you have a large number of dwarves worshiping at a temple or shrine, they will request a specially-designated priest for that location - the priest must be chosen from among that temple's members. &lt;br /&gt;
&lt;br /&gt;
Currently, there is no way for the player to review petitions to which they have agreed (or denied), without the use of a third-party tool like DFHack's ''[https://docs.dfhack.org/en/stable/docs/_auto/base.html#list-agreements list-agreements]''.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Petition]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Petition&amp;diff=282896</id>
		<title>Petition</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Petition&amp;diff=282896"/>
		<updated>2023-01-04T00:22:09Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Petitions''' are formal demands from foreign entities, be they single [[visitor]]s or [[army|armies]]. They may range from relatively mundane to dramatic with far-ranging consequences to your fort. Petitions are distinct from [[diplomat]]ic agreements with other [[civilization]]s, such as the tree-cutting quota with [[elves]], or peace treaties.&lt;br /&gt;
&lt;br /&gt;
Petitions may be delivered by a foreign petitioner meeting with your [[mayor]] at their [[office]], or they may be more abstract. In both cases, a blinking 'P' will appear on the game screen, indicating that one is pending and awaiting review by the player. It is not possible to consult the petitions screen if none are pending.&lt;br /&gt;
&lt;br /&gt;
There are currently six kinds of petitions:&lt;br /&gt;
&lt;br /&gt;
*Petition for [[Long-term resident|long-term residency]] by a passing [[visitor]]; stating the purpose of their stay (entertainment, soldiering, study, or slaying monsters) which you are free to accept or not. If you do, they will reside at your [[tavern]] and will not do any other labors than those they were intent on doing. &lt;br /&gt;
&lt;br /&gt;
*Petition for [[citizenship]] by a long-term resident, usually after living in the fort for two years or so (mercenaries and monster slayers do not ever request citizenship). Accepting the petition turns the resident into a full-fledged citizen of your fort, the same as your dwarves, and their labor preferences can be assigned.&lt;br /&gt;
&lt;br /&gt;
*Petition for an [[artifact]] by a passing [[quester]]. If you accept, a job will be created to deliver the artifact to the visitor, who will then leave. Otherwise, they may do one of the following: turn hostile, leave and sneak back in to attempt to steal it, or report back to the entity they represent, with possible adverse consequences for your fort in the form of a [[siege]].&lt;br /&gt;
&lt;br /&gt;
*Petition for parley by an invading [[army]]. This one is delivered abstractly (presumably at shouting distance). The army will camp at the edge of the map, waiting for your response (they will attack if ignored for too long). If you accept, a dwarf will be sent out for the parley, which will inevitably involve the surrender of an artifact that you failed to give to a [[quester]] previously. The parley is fair: the army will not betray you and attack anyway if you give in to their demand, and even if you do not, they will give the herald sufficient time to retreat back to your fortress before they attack.&lt;br /&gt;
&lt;br /&gt;
*Petition for a [[temple]] or [[guildhall]]: If you have a large number of dwarves worshiping the same god, or members of a guild, they may request that you construct them a meeting location ({{K|i}} - {{K|m}}) with enough [[Room#Quality|value]] to be considered a Guildhall or Temple (2000☼). Accepting the petition will give these dwarves a positive [[thought]], while rejecting it will give a negative thought. Building a guild hall after accepting it will give them another positive thought.&lt;br /&gt;
&lt;br /&gt;
*Petition for a grand guildhall: Similarly to the previous one, once a large number of dwarves are members of a guild, they may request to upgrade their guildhall to a grand guillhall (10000☼). Again, accepting and fulfilling the petition will give the dwarves positive thoughts, while rejecting it will give them a negative thought.&lt;br /&gt;
&lt;br /&gt;
*Petition for a [[priest]]:  Once you have a large number of dwarves worshiping at a temple or shrine, they will request a specially-designated priest for that location - the priest must be chosen from among that temple's members. &lt;br /&gt;
&lt;br /&gt;
Currently, there is no way for the player to review petitions to which they have agreed (or denied), without the use of a third-party tool like DFHack's ''[https://docs.dfhack.org/en/stable/docs/_auto/base.html#list-agreements list-agreements]''.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Petition]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=266144</id>
		<title>Fairy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=266144"/>
		<updated>2022-09-10T02:41:13Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: clarification on trapping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:28, 18 April 2013 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fairies''' are a type of [[fanciful]] above-ground [[vermin]] that live in [[good]] areas. They, alongside [[pixie]]s, are the only intelligent vermin in the game, though they can't be interacted with on the basis of being vermin. When encountered in [[adventure mode]], they will glow in the dark. They possess a [[pet]] value of 10. As they possess the VERMIN_NOTRAP token, they cannot be captured by placing [[animal trap]]s, but they can still be trapped using the ''catch live land animal'' task.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they do not actually have wings at all, let alone lacy ones (though they can still fly, even without them). A comment in their raws implies [[Main:Toady One|Toady]] plans to eventually give them lacy wings.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] fairies for their ''lacy wings'' and their ''babylike giggles''.&lt;br /&gt;
&lt;br /&gt;
[[File:fairy_preview.jpg|thumb|269px|center|Note: Wings may not function in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mocha2007&amp;diff=266143</id>
		<title>User talk:Mocha2007</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mocha2007&amp;diff=266143"/>
		<updated>2022-09-10T02:38:27Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Captured Fairy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recent edits ==&lt;br /&gt;
&lt;br /&gt;
Thanks for helping clean up the wiki! Are you using AWB or something similar? (That's fine, by the way.) One little thing to note - it looks like you changed [[40d:string dump]], which is a dump of all of the strings that appeared in the 40d executable (hopefully). The duplicate &amp;quot;the&amp;quot; should definitely be there, and while the typos are unfortunate, they should probably remain too. Anyway, nice work! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:13, 23 June 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I tried to refrain from editing pages that looked like that, but it looks like I missed one. Sorry about that! And yes, I was using AWB. [[User:Mocha2007|Mocha2007]] ([[User talk:Mocha2007|talk]]) 21:15, 23 June 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Captured Fairy ==&lt;br /&gt;
&lt;br /&gt;
Exactly how did you [https://dwarffortresswiki.org/index.php?title=DF2014:Fairy&amp;amp;curid=31312&amp;amp;diff=266137&amp;amp;oldid=256549 capture the fairy]? They still hav the VERMIN_NOTRAP token and the description for that states &amp;quot;The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&amp;quot; If it was in a &amp;quot;catch live land animal&amp;quot; job then the Fairy page should clarify that instead. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 10 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: @Ziusudra I didn't realize there was a functional difference between the two options! Yeah, I used the job. -- [[User:Mocha2007|Mocha2007]] ([[User talk:Mocha2007|talk]]) 02:37, 10 September 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=266137</id>
		<title>Fairy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=266137"/>
		<updated>2022-09-09T11:14:07Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: this seems to have been changed - while attempting to capture hamsters for the purposes of torture, I inadvertently captured a fairy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:28, 18 April 2013 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fairies''' are a type of [[fanciful]] above-ground [[vermin]] that live in [[good]] areas. They, alongside [[pixie]]s, are the only intelligent vermin in the game, though they can't be interacted with on the basis of being vermin. When encountered in [[adventure mode]], they will glow in the dark. They possess a [[pet]] value of 10.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they do not actually have wings at all, let alone lacy ones (though they can still fly, even without them). A comment in their raws implies [[Main:Toady One|Toady]] plans to eventually give them lacy wings.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] fairies for their ''lacy wings'' and their ''babylike giggles''.&lt;br /&gt;
&lt;br /&gt;
[[File:fairy_preview.jpg|thumb|269px|center|Note: Wings may not function in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cheese&amp;diff=265941</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cheese&amp;diff=265941"/>
		<updated>2022-08-21T21:03:54Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|09:57, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = shokmug&lt;br /&gt;
| elvish  = fetha&lt;br /&gt;
| goblin  = ursus&lt;br /&gt;
| human   = anig&lt;br /&gt;
}}&lt;br /&gt;
'''Cheese''' is a [[food]] item made from [[milk]] at the [[farmer's workshop]] with the [[cheese making]] labor. It can be eaten as is or cooked into [[prepared meal]]s.&lt;br /&gt;
&lt;br /&gt;
A single &amp;quot;Make cheese&amp;quot; job will take a barrel of milk to the workshop and produce several stacks of cheese of size 5 or less - for example, a barrel containing 17 units of milk will produce 3 stacks of 5 cheese and 1 stack of 2 cheese.&lt;br /&gt;
&lt;br /&gt;
A container of frozen milk will, obviously, not be made into cheese. &lt;br /&gt;
&lt;br /&gt;
The milk of any milk-producing animal can be converted to cheese. With the exception of dwarven cheese, which is made from [[dwarven milk]], all cheeses are priced at the value of 10☼.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitively, while milk in a barrel won't rot, cheese outside of a food [[stockpile]] will.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+'''Cheese pricing and trade information'''&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Price&lt;br /&gt;
! Dwarven trade good&lt;br /&gt;
! Human trade good&lt;br /&gt;
! Elven trade good&lt;br /&gt;
|-&lt;br /&gt;
| Dwarven cheese&lt;br /&gt;
| 20☼&lt;br /&gt;
| No&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Other cheeses&lt;br /&gt;
| 10☼&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: By default, you can't get dwarven milk or cheese from embarkation or dwarven caravans {{Bug|1449}}.  See [[Caverns#Caravan and embark item availability|this section]] for a workaround.&lt;br /&gt;
&lt;br /&gt;
[[File:Tilsit cheese (1).jpg|thumb|300px|center|Tilsit cheese. Tastes ''exactly'' like Tilsit cheese, because that's what it is.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
You are likely acquainted with the dwarven fondness for cheese, but did you know that a dwarf actually invented cheese? She was trying to ferment milk and turn it into a new kind of alcohol, and was quite surprised when she ended up with something else entirely.&lt;br /&gt;
That's why the dwarven word for cheese is 'shokmug.' She was '''sho'''c'''k'''ed that it couldn't be drunk from a '''mug'''. Meanwhile, the goblin word for cheese is 'ursus', which is a [[Grizzly bear|whole]] [[Black bear|new]] [[Panda|can]] [[Sloth bear|of]] [[Polar bear|worms]].&lt;br /&gt;
&lt;br /&gt;
Some humans have divined a positive correlation between possessing an enormous amount of cheese and enormous amount of friends. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|CREATURE_CHEESE_TEMPLATE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
[[ru:Cheese]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giantess&amp;diff=265934</id>
		<title>Giantess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giantess&amp;diff=265934"/>
		<updated>2022-08-20T14:00:30Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: Redirected page to Giant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Giant]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=265916</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=265916"/>
		<updated>2022-08-19T21:37:40Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: Maine and the moon aren't nearly similar in size... lol x)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:09, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
To begin playing, you must first '''generate a world''' to play in. At the main menu, you can choose to:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Create New World!}}, or&lt;br /&gt;
* {{DFtext|Design New World With Advanced Parameters}}&lt;br /&gt;
&lt;br /&gt;
[[File:worldgen_medium.png|thumb|250px|right|A medium-sized generated world.]][[File:worldgen_large.png|thumb|250px|right|A large-sized generated world.]]This article will cover basic world generation using the first option. (''For advanced parameters, see'' '''[[advanced world generation]]'''.)&lt;br /&gt;
&lt;br /&gt;
World generation can take a long time and may seem like a nuisance, but it is the actual heart of the game. This is where [[Main:Toady One|Toady]] invests most of his time, this is the [http://www.moma.org/collection/works/164920 piece of art] that makes ''Dwarf Fortress'' unique enough for the Museum of Modern Art in New York City. While you wait for the counter to finish, an entire fantasy world with unique geography, history, and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with a unique appearance and personality, live their lives, some of them calmly, while others go out and influence history. The world's complexity could rival the works of Tolkien himself. ''Dwarf Fortress'' is not only a game, it is a gigantic fantasy world simulator. [[Fortress mode|Fortress]] and [[adventurer mode|Adventurer]] modes allow you to influence a tiny part of that tale and write your own chapter; one chapter in an enormous bookshelf.&lt;br /&gt;
&lt;br /&gt;
== Basic world generation menu ==&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:BasicWorldGen.png]]&lt;br /&gt;
&lt;br /&gt;
=== Parameters ===&lt;br /&gt;
&lt;br /&gt;
Each of the parameters is described below:&lt;br /&gt;
&lt;br /&gt;
==== World size ====&lt;br /&gt;
&amp;quot;This controls the size of the world map&amp;quot; as it says at the bottom of the screen when this option is highlighted, including the dimensions of the world that will be generated given the currently selected size. Using basic world generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17×17 region tiles)&lt;br /&gt;
* Smaller (33×33)&lt;br /&gt;
* Small (65×65)&lt;br /&gt;
* Medium (129×129)&lt;br /&gt;
* Large (257×257)&lt;br /&gt;
&lt;br /&gt;
Each region tile corresponds to 16×16 local area blocks of 48×48 [[tile]]s each.&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. Selecting bigger worlds will reduce the [[Frames per second|framerate]] (update speed) of the game in fortress mode, so selecting small or smaller worlds is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Forgotten beasts&lt;br /&gt;
| 12&lt;br /&gt;
| 27&lt;br /&gt;
| 75&lt;br /&gt;
| 243&lt;br /&gt;
| 867&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
[[File:history_gen.gif|thumb|right|278px|Animation of the world and history being developed.]]&amp;quot;This is the (maximum) length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. A longer history allows more time for civilizations to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that [[megabeast]]s will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time gameplay begins.&lt;br /&gt;
&lt;br /&gt;
Note that history generation can be interrupted and the world saved far short of the selected history value. (Players might choose to do so if they are trying to reach a certain [[Calendar#Ages|age]], if they want to embark near a [[Tower (necromancy)|tower]], or if worldgen has slowed to a crawl, for instance). The actual length of history generation determines the details of the world; the history configuration setting only establishes a maximum year at which generation will stop automatically.&lt;br /&gt;
&lt;br /&gt;
Longer histories will cause world generation to take longer, both because there are more years of events and because there tend to be more events in subsequent years. Conversely, shorter histories will take much less time to generate, but may limit some features (civilization size, sites, knowledge, historical artifacts, and necromancer towers). &lt;br /&gt;
&lt;br /&gt;
Longer histories will also increase the number of abandoned (sacked) towns and fortresses, which can matter for adventure mode, but conversely, doesn't matter that much for fortress mode. The recommended values for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
History will still progress after world generation, concurrently with normal gameplay, but this will, of course, be much slower (around two weeks per session start, in either fortress or adventurer mode). Therefore, it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Very Short&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Short&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Long&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Very Long&lt;br /&gt;
|-&lt;br /&gt;
! Years&lt;br /&gt;
| 5&lt;br /&gt;
| 125&lt;br /&gt;
| 250&lt;br /&gt;
| 550&lt;br /&gt;
| 1050&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The youngest world possible to generate is 2 years old. This can be done through custom world-gen parameters.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
==== Number of civilizations ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of distinct civilizations that exist in a world.  Civilizations are [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s and [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
It should be noted that this refers to different kingdoms of the same races. A smaller number of civilizations (smaller than 5 - 7) may exclude one or two races from your world, but fewer civilizations will reduce history generation time, while larger numbers of civilizations would increase history generation time and make historical events happen much more often.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of civilizations is affected by the world size. At higher numbers (&amp;gt; 40) humans, kobolds and elves are more frequent than dwarves and goblins.&lt;br /&gt;
 &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 14&lt;br /&gt;
| 24&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 7&lt;br /&gt;
| 13&lt;br /&gt;
| 24&lt;br /&gt;
| 44&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of sites ====&lt;br /&gt;
&lt;br /&gt;
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as [[town]]s, [[hamlet]]s, [[forest retreat]]s, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site.&lt;br /&gt;
&lt;br /&gt;
High site numbers increase the duration of history generation by a huge amount of time.&lt;br /&gt;
With very low site numbers only the civilization's home settlements may exist after a few years of history with a high probability of getting eradicated by some event.&lt;br /&gt;
&lt;br /&gt;
Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
The total amount of sites is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 4&lt;br /&gt;
| 17&lt;br /&gt;
| 66&lt;br /&gt;
| 260&lt;br /&gt;
| 375&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 13&lt;br /&gt;
| 51&lt;br /&gt;
| 198&lt;br /&gt;
| 780&lt;br /&gt;
| 1125&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 18&lt;br /&gt;
| 68&lt;br /&gt;
| 264&lt;br /&gt;
| 1040&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 27&lt;br /&gt;
| 102&lt;br /&gt;
| 396&lt;br /&gt;
| 1560&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 36&lt;br /&gt;
| 136&lt;br /&gt;
| 528&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of beasts ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[megabeast]]s, [[semi-megabeast]]s and [[titan]]s that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history, the more likely some of them will die.&lt;br /&gt;
&lt;br /&gt;
The number of beasts does not appear to impact how often your fortress will be attacked by beasts in [[fortress mode]]. In [[adventure mode]], it means it will be easier to find more megabeasts. If set very low, then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit. The total amount of beasts is affected by the selected world size:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 2 / 4 / 1&lt;br /&gt;
| 9 / 18 / 4&lt;br /&gt;
| 37 / 75 / 16&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 3 / 6 / 2&lt;br /&gt;
| 13 / 27 / 6&lt;br /&gt;
| 56 / 112 / 24&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 1 / 2 / 1&lt;br /&gt;
| 1 / 2 / 1&lt;br /&gt;
| 4 / 9 / 3&lt;br /&gt;
| 18 / 37 / 9&lt;br /&gt;
| 75 / 150 / 33&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 1 / 3 / 1&lt;br /&gt;
| 1 / 3 / 1&lt;br /&gt;
| 6 / 13 / 4&lt;br /&gt;
| 27 / 55 / 13&lt;br /&gt;
| 112 / 225 / 49&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 2 / 4 / 2&lt;br /&gt;
| 2 / 4 / 2&lt;br /&gt;
| 8 / 18 / 6&lt;br /&gt;
| 36 / 74 / 18&lt;br /&gt;
| 150 / 300 / 66&lt;br /&gt;
|}&lt;br /&gt;
*Read numbers as: Megabeasts // Semi-megabeasts // Titans&lt;br /&gt;
&lt;br /&gt;
==== Natural savagery ====&lt;br /&gt;
&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[biome]]s in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark, and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
==== Mineral occurrence ====&lt;br /&gt;
&lt;br /&gt;
This is a rather important parameter for [[fortress mode]]. Sparse means that many areas will only have one or two types of metal ore, if any, which could be very annoying to people until the economy is fully (re)implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent. See [[Advanced_world_generation#Mineral_Scarcity|Mineral Scarcity]] for more details.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]] this can impact the types of metals that civilizations have access to, which can then in turn affect the types of items that are available in shops. Therefore, it may not be a bad idea to turn this up for worlds in which you plan to play [[adventure mode]] games.&lt;br /&gt;
&lt;br /&gt;
== The generation process ==&lt;br /&gt;
&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:WorldGenerationScreen.png]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be randomized in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
=== Rejections ===&lt;br /&gt;
&lt;br /&gt;
You may notice that during various phases of the world generation process, worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors, such as the number of mountain tiles, can't be determined ahead of time by the generation process. Instead, worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high-elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice, you don't need to worry about this for basic world generation, because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically, what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
=== Map generation ===&lt;br /&gt;
&lt;br /&gt;
[[File:resources_worldgen.png|thumb|300px|right|Location and resources section of the screen.]] First ''Dwarf Fortress'' generates the map topography. This process is generally much faster than history generation (unless you've specified parameters that lead to constant map rejections).&lt;br /&gt;
&lt;br /&gt;
In an interview{{cite|gamasutra|https://www.gamasutra.com/view/news/343859/}}, [[Main:Toady One|Toady One]] described map generation:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It allocates the memory for the map. Then it chooses what sort of pole (e.g. north, south) it is going to have (or respects the parameters fed by the player, throughout.) The basic map field values (elevation, rainfall, temperature, drainage, volcanism, wildness) are seeded along a grid of variable size, respecting various settings (oceans, island sizes, other variances, etc.), and then filled in fractally. The poles vary the temperature, and it selects some points for the highest peaks. Here it does a first pass to see how it is doing, and attempts to adjust some altitudes to fit the map within the desired parameters if it missed. The world can be rejected at this point if it is unfixable, and it tries again.&lt;br /&gt;
&lt;br /&gt;
:The first derived field, vegetation, is then set based on elevation, rainfall, temperature, etc., and it tests for [[biome]] rejections if the map's biomes don't satisfy the ranges set in the parameters. The mid-level elevations are smoothed at this point to make more plains areas, and volcanoes are placed respecting the hot spots in the volcanism field.&lt;br /&gt;
&lt;br /&gt;
:Then we enter the erosion and river stage. Small oceans are dried out, and it locates edges of mountain sides where it can run test rivers. It also places the camera on one of these so the player can watch the process. Many fake rivers flow downward from these points, carving channels in the elevation field if they can't find a path to the sea. Extreme elevations differences are often smoothed here so that everything isn't canyons. Ideally we'd use mineral types for that, but we don't yet. Lakes are grown out at several points along the rivers.&lt;br /&gt;
&lt;br /&gt;
:Elevations are smoothed again from the mountains down to the sea, and the peaks and volcanoes do some local adjustments. Now that the elevations are finalized, it makes adjustments to rainfall based on rain shadows and orographic precipitation. Temperatures are reset based on elevation and rainfall and the dampening effects of forests, and it uses the new values to set the vegetation level one final time. Salinity values are set for the ocean and tiles neighboring the ocean.&lt;br /&gt;
&lt;br /&gt;
:Now that everything has settled down, we can detect the limits of the final biome regions and give them names and their own identity. We also add the geological layers and the underground layers here, though the geological stuff should really be earlier, as previously mentioned. There's a final verification process against the parameters here, to make sure it hasn't drifted too far afield from what the player wanted. Once that's done, it generates the initial wildlife populations in each region, and sets some weather variables.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:worldgen_screen.png|thumb|350px|center|An entire world generation screen.]]&lt;br /&gt;
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=== History ===&lt;br /&gt;
&lt;br /&gt;
After generating the world, ''Dwarf Fortress'' will generate a history for that world, tracking civilizations, sites, populations, and other events. This can take a ''very'' long time for large, heavily populated worlds with very long, 2,000-year histories. History generation can be interrupted and the world saved before reaching the maximum year selected on the configuration menu.&lt;br /&gt;
  &lt;br /&gt;
In an interview{{cite|gamasutra}}, [[Main:Toady One|Toady One]] described history generation:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;History itself can begin at this point. Civilizations and caves are placed. It's a bit complicated to go into what happens after that, but the basic idea is that there's a giant zero-player strategy game going on with somewhat loose turn rules and bad AI (but thousands of agents), and history is just a record of that. Procedurally generating stories by recording a log of a simulation is a valid enough approach, though it has drawbacks, of course. It's a lot of work, you need to do post-processing or investigation to find any good moments you'd like to highlight, and if you don't have enough dynamics and mechanisms, the output can be boring (in any number of ways.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Finishing ===&lt;br /&gt;
&lt;br /&gt;
Once everything is complete, you can take a look around using the directional [[controls|keys]]. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone - check out the [[map legend]]. At this point you can either abort the process, or hit {{k|Enter}} to save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something, you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
== Getting more advanced ==&lt;br /&gt;
&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific, more extreme conditions - check out the documentation on [[advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
== Easter Eggs ==&lt;br /&gt;
&lt;br /&gt;
* On the 86th rejected world an error report will appear with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; &amp;lt;sup&amp;gt;[http://www.urbandictionary.com/define.php?term=86]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Magma sea breaching into [[HFS]]{{bug|1791}}&lt;br /&gt;
* Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The maximum size of the world is comparable to that of the state of Minnesota.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is universally known that the world is flat. Anyone who says otherwise has to be [[Unfortunate accident|treated with magma]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery heights=150px&amp;gt;&lt;br /&gt;
File:df_map_small.png|A &amp;quot;small&amp;quot; size generated world.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=265726</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=265726"/>
		<updated>2022-08-05T19:29:05Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: grammar tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|20:25, 9 January 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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[[File:clay_pots_sm.jpg|thumb|260px|right|Clay goods]]The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]]. Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making them a lucrative option for wealth creation. Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used. [[Earthenware]] items are produced from generic [[clay]], [[stoneware]] from [[fire clay]] and [[porcelain]] from the stone [[kaolinite]]. In order to ensure watertight [[earthenware]] containers ([[jug]]s and [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]]. The ceramics industry also produces [[gypsum plaster]] which is critical for dwarven [[healthcare]]. [[Pearlash]], a critical production material for the [[glass industry]], is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source. Regardless of material category, the specific goods that can be produced are: [[jug]]s, [[large pot]]s, [[block|bricks]] (clay blocks), [[statue]]s, [[craft]]s, and [[hive|beehives]]. [[Gypsum plaster]] and [[pearlash]] are also created at a kiln, but use the [[furnace operator]] instead of the potter labor.&lt;br /&gt;
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== Industry requirements: resources, facilities, and labor ==&lt;br /&gt;
* Resources: [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]] &lt;br /&gt;
* Facilities: [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors: Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of ceramic wares ==&lt;br /&gt;
=== Earthenware ===&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are typically the most abundant and readily available ware type. Earthenware items have a base value of {{money|3}} (equivalent to the highest value stone - [[obsidian]]). Earthenware items are '''not''' waterproof, and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage. Glazing can also be used to increase the value of the item. Glazed earthenware products can take a considerable toll on your wood resources, in particular if you are using wood for fuel as well as the glazing material (ash).&lt;br /&gt;
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=== Stoneware ===&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[fire clay]], which is a fairly rare type of [[soil]]. As with generic clay, fire clay is collected using the clay collection [[activity zone]]. Stoneware items have a base value of {{money|4}}. They do not require glazing in order to be waterproof.&lt;br /&gt;
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=== Porcelain ===&lt;br /&gt;
[[Porcelain]] ceramics can only be made from [[kaolinite]], a dark red [[magma-safe]] [[stone]] which may be found in large clusters in sedimentary layers. It must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[glass industry]]). Porcelain items have a value multiplier of 10x (equivalent to [[silver]].) Porcelain items are naturally waterproof (do not require glazing). While the stone itself is magma safe, porcelain blocks are not.&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout. Gypsum plaster is used to create casts, which are used for [[healthcare]] as an alternative to making and using splints. Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]. The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.&lt;br /&gt;
&lt;br /&gt;
== Earthenware production ==&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material. There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]]. To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order. If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map, you will be able to harvest clay infinitely. Collected clay appears as a boulder (similar to stone boulders) and does not use containers for storage or transport. Once harvested, the collecting dwarf will haul the clay to an appropriate [[stockpile]], if available.  If there are no suitable [[stockpile]]s, the clay will be left at the collection site.&lt;br /&gt;
&lt;br /&gt;
==== Firing clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Select the kiln and then designate the item to be made. There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel. A standard [[kiln]] will consume one unit of [[fuel]] per job. (For a discussion of fuel sources, see the [[fuel industry]].) &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal. Earthenware must be re-fired with a glaze material (or medium), of which there are two types, [[ash]] and [[cassiterite]] to produce a completed glazed product. Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]]. Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]]. Earthenware items re-fired in a kiln with 1/150th of a bar of [[ash]] produce [[ash glaze]]d items which adds {{money|50}} to the items value, though a full bar is required to start the job. Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds {{money|100}} to the items value. [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans. Bars of tin cannot be used to make tin glazes. Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware. It is effectively a unique (to ceramics and some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
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==== Production of glaze medium ====&lt;br /&gt;
* [[Ash]] bars are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]]. It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
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== Stoneware production ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
=== Fire clay collection ===&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]]. The collection of fire clay is done in exactly the same manner as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
=== Firing fire clay ===&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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== Porcelain production ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
=== Kaolinite collection ===&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering. It appears dark red in color, and is a sedimentary stone found in large clusters. The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress. If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]]. Check with your [[outpost liaison]] and request the stone. They probably won't bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
=== Firing porcelain ===&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Ceramic industry output ==&lt;br /&gt;
*'''Jugs and Large Pots:''' Given that there is considerable work required to use [[earthenware]] jugs and large pots for liquid storage (i.e. glazing), it is reasonable to question their utility. One consideration for their use would be the consideration of item [[weight]]. Earthenware is the lightest of the three -ware types with a [[density]] of 1360, which is much less than almost every type of stone, and all three types of glass (2600). [[Jet]] (stone) is the exception, as its density is just below that of earthenware (1320). The lightest normal (not [[adamantine]]) metal is [[aluminum]] at 2700. Large pots used for [[booze]] storage are typically hauled all over your fortress, so the lighter and thereby faster they are, the more efficient they become. So the extra effort of producing glazed earthenware large pots will result in the largest, and effectively lightest liquid containers, (unless, of course, you have gobs of adamantine to spare.)&lt;br /&gt;
*'''Crafts:''' The ceramic industry is one of the few industries that does not benefit from a nearby [[craftsdwarf's workshop]]. As with the [[metal industry|metal]] and [[glass industry|glass]] industries, a unique facility is required to create crafts, and for ceramics this is the [[kiln]]. That said, the kiln cannot be used to make ceramic goblets, instruments, or toys.&lt;br /&gt;
*'''Ceramic Bricks (aka blocks):'''  While all ceramic bricks are [[fire-safe]], they are not [[magma safe]] (even though porcelain is made from the magma-safe stone kaolinite). Ceramic bricks are 3-10x as valuable as common stone blocks and may be produced in infinite quantities if you have a local source of clay, making them marginally useful for improving the value of [[road]]s, [[bridge]]s, and [[room value|rooms]] in soil layers. If kaolinite is set to &amp;quot;non-economic&amp;quot; via the {{k|z}} Stone menu, a mason can convert one kaolinite boulder into four low-value, magma-safe kaolinite blocks instead.&lt;br /&gt;
*'''Statues:''' If high-value decorative metals ([[gold]], [[silver]], [[platinum]] and their [[metal|alloy]]s) are in short supply, and you are lucky enough to have some kaolinite, porcelain [[statue]]s can be used to create high-value rooms. The endless nature of earthenware and stoneware statues also makes them suitable for producing in high quantities to achieve the same purpose, or simply to create impressive-looking architecture.&lt;br /&gt;
&lt;br /&gt;
== Benefits of skilled labor and strange moods ==&lt;br /&gt;
A skilled [[potter]] or [[glazer]] will generate items or decorations of a higher value. If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items. Likewise, while done one at time, ash glazing is very fast with low resource cost. Neither the [[potter]] nor [[glazer]] labor qualifies for [[strange mood]]s. It can be worthwhile to give these dwarves some experience in a desirable &amp;quot;moodable&amp;quot; skill like [[weaponsmith]] to avoid getting another legendary [[woodcrafter]].&lt;br /&gt;
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==Advanced industry management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put dedicated kiln(s) on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln. (Or just use the workshop profile) Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process, have several dwarves with item hauling enabled for each kiln set to gather clay. Putting the collection zone as close as possible to the operating kiln and collection kilns reduces both hauling and travel time. The zone can be designated right on top of the operating kiln with no ill effects, and reduces the potter’s hauling duties to almost nil. There appear to be no issues with small (1-6 tile) zones with multiple collection kilns, although further research/experience is required.&lt;br /&gt;
# '''Managing your Stocks:''' Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so it's a good idea to create fairly large clay stockpiles close to your kilns. [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)  Alternatively, quantum stockpiles are a useful space-saving (but management-intensive) alternative. Kaolinite boulders also take up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:''' If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type. This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using linked [[stockpile]]s or workshop-restricting [[burrow]]s. Ideally you could create a single kiln for each ware type and link it to a dedicated stockpile. You will also need to link non-magma kilns to a fuel stockpile (you can use the same fuel stockpile for multiple kilns). Workshop-restricting burrows can be set up similarly. Another approach uses the fact that dwarves will usually go for the nearest available resource. Make a custom dedicated stockpile right next to a kiln, isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no-longer-needed material and carry in the newly desired one. You can also try forbidding the raw materials so dwarves can't make goods from them. This is probably most useful for kaolinite because of its limited availability.&lt;br /&gt;
# '''Glaze Specific Production:''' If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material. Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile. You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type. It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available. Ash is produced as a bar, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash. Tin bars can't be used to make tin glazes, so don't smelt cassiterite if you don't need tin bars.&lt;br /&gt;
&lt;br /&gt;
=== Ceramics industry integrated flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart (click to enlarge)|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|thumb|800px|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ceramic industry crossover ==&lt;br /&gt;
# '''Glass Industry:''' As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry. [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]]. As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by keeping the distance between the two industries short.&lt;br /&gt;
#'''Jewelry Industry:''' Clay can be used by a [[gem cutter]] to advance their cutting [[skill]]. As clay is effectively unlimited, and as it requires no processing step (unlike [[glass]]) in order to be used, it is a very efficient material for training your gem cutters, and it can be transported more quickly than stone. The main drawback is the time it takes for an [[hauling|item hauler]] to gather the clay. &lt;br /&gt;
#'''Fuel Industry:''' The ceramic industry relies on fuel to function properly. Until magma becomes available, a steady supply of [[coke]] or [[charcoal]] will be necessary. &lt;br /&gt;
#'''Wood Industry:''' The glazing of earthenware products relies on [[ash]]. If you plan on developing a large ceramic industry, integration of ash production directly into the ceramics facility layout is recommended.&lt;br /&gt;
&lt;br /&gt;
== Notes, tips, and tricks: ==&lt;br /&gt;
* '''Embark:''' To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' is shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles. When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]]. Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction. Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
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&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;. Take, for example, the ceramic statue. Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), it therefore must be considerably larger than a chest or cabinet (large furniture items which do allow units to pass through), and it can only be surmised that the statues are quite large. It follows that a &amp;quot;really big kiln&amp;quot;, (say, 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control. For a Dwarf, these feats of engineering are taken in (short legged) stride. Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
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{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Ceramic industry]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kobold_language&amp;diff=258602</id>
		<title>Kobold language</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kobold_language&amp;diff=258602"/>
		<updated>2021-07-30T16:49:33Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|l1 = the terrible programming language|wikipedia: COBOL}}&lt;br /&gt;
&lt;br /&gt;
The '''Kobold language''' is one of the [[language]]s the player will come across. This language is used in-game for the names, groups, and civilizations of [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
Kobold is governed by rules different from the four main languages. Kobolds have the [[DF2014:Creature_token#UTTERANCES|UTTERANCES]] creature token, which means their language has no pre-defined vocabulary. Instead, the language consists entirely of proper names built by hard-coded rules, which are detailed below.&lt;br /&gt;
&lt;br /&gt;
Kobold-language words do not actually have a proper English translation; however, Kobold-language objects and individual kobolds will maintain the same name over time.&lt;br /&gt;
&lt;br /&gt;
==Alphabet and Graphemics==&lt;br /&gt;
The letters of the Kobold alphabet are:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|1||width=2% align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|3||width=2% align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|5||width=2% align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|7||width=2% align=&amp;quot;center&amp;quot;|8&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|9||width=2% align=&amp;quot;center&amp;quot;|10&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|11||width=2% align=&amp;quot;center&amp;quot;|12&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|13||width=2% align=&amp;quot;center&amp;quot;|14&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|15||width=2% align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|17||width=2% align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|19||width=2% align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#EFEFEF&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;34&amp;quot; | '''Majuscule forms''' (also called '''uppercase''' or '''capital letters''')&lt;br /&gt;
|-&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|A||width=2% align=&amp;quot;center&amp;quot;|B||width=2% align=&amp;quot;center&amp;quot;|C||width=2% align=&amp;quot;center&amp;quot;|D||width=2% align=&amp;quot;center&amp;quot;|E||width=2% align=&amp;quot;center&amp;quot;|F||width=2% align=&amp;quot;center&amp;quot;|G||width=2% align=&amp;quot;center&amp;quot;|H||width=2% align=&amp;quot;center&amp;quot;|I||width=2% align=&amp;quot;center&amp;quot;|J||width=2% align=&amp;quot;center&amp;quot;|K||width=2% align=&amp;quot;center&amp;quot;|L||width=2% align=&amp;quot;center&amp;quot;|M||width=2% align=&amp;quot;center&amp;quot;|N||width=2% align=&amp;quot;center&amp;quot;|O||width=2% align=&amp;quot;center&amp;quot;|P||width=2% align=&amp;quot;center&amp;quot;|R||width=2% align=&amp;quot;center&amp;quot;|S||width=2% align=&amp;quot;center&amp;quot;|T||width=2% align=&amp;quot;center&amp;quot;|U||width=2% align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
|- 	&lt;br /&gt;
|bgcolor=&amp;quot;#EFEFEF&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;34&amp;quot; | '''Minuscule forms''' (also called '''lowercase''' or '''small letters''')&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|a||align=&amp;quot;center&amp;quot;|b||align=&amp;quot;center&amp;quot;|c||align=&amp;quot;center&amp;quot;|d||align=&amp;quot;center&amp;quot;|e||align=&amp;quot;center&amp;quot;|f||align=&amp;quot;center&amp;quot;|g||align=&amp;quot;center&amp;quot;|h||align=&amp;quot;center&amp;quot;|i||align=&amp;quot;center&amp;quot;|j||align=&amp;quot;center&amp;quot;|k||align=&amp;quot;center&amp;quot;|l||align=&amp;quot;center&amp;quot;|m||align=&amp;quot;center&amp;quot;|n||align=&amp;quot;center&amp;quot;|o||align=&amp;quot;center&amp;quot;|p||align=&amp;quot;center&amp;quot;|r||align=&amp;quot;center&amp;quot;|s||align=&amp;quot;center&amp;quot;|t||align=&amp;quot;center&amp;quot;|u||align=&amp;quot;center&amp;quot;|y&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of these 21 letters, six (A, E, I, O, U, and Y) represent vowels, while the other fifteen represent consonants.&lt;br /&gt;
&lt;br /&gt;
Peculiarities:&lt;br /&gt;
*The letter ''h'' only appears in the digraphs ''sh'', ''th'', and ''ch''.&lt;br /&gt;
*The letter ''n'' only appears in the digraphs ''ng'', ''nk'', and ''in'', and the trigraph ''rsn''.&lt;br /&gt;
*The letter ''y'' only appears in the digraph ''ay''.&lt;br /&gt;
&lt;br /&gt;
The letters Q, V, W, X, and Z of the [[wikipedia:ISO basic Latin alphabet|ISO basic Latin alphabet]] do not occur in the Kobold alphabet.&lt;br /&gt;
&lt;br /&gt;
===Letter Frequency===&lt;br /&gt;
Based on a sample of 120 kobold names, the approximate letter frequencies can be established:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Letter&lt;br /&gt;
! Frequency&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | a&lt;br /&gt;
| 7.8%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | b&lt;br /&gt;
| 4.7%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | c&lt;br /&gt;
| 0.9%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | d&lt;br /&gt;
| 3.6%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | e&lt;br /&gt;
| 4.2%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | f&lt;br /&gt;
| 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g&lt;br /&gt;
| 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | h&lt;br /&gt;
| 3.6%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | i&lt;br /&gt;
| 8.6%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | j&lt;br /&gt;
| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | k&lt;br /&gt;
| 2.9%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | l&lt;br /&gt;
| 10.8%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | m&lt;br /&gt;
| 1.9%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | n&lt;br /&gt;
| 2.7%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | o&lt;br /&gt;
| 4.9%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | p&lt;br /&gt;
| 1.3%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r&lt;br /&gt;
| 8.1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | s&lt;br /&gt;
| 11.4%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | t&lt;br /&gt;
| 3.6%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | u&lt;br /&gt;
| 9%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | y&lt;br /&gt;
| 1.9%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonotactics==&lt;br /&gt;
&lt;br /&gt;
The Kobold language has 16 distinguishable consonant phonemes, forming the phonological consonant inventory:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Labial&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Dental&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Alveolar&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Post-alveolar&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Velar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Nasal&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''m'' [m]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''n'' [n*]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Plosive&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''p'' [p], ''b'' [b]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''t'' [t], ''d'' [d]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''k'' [k], ''g'' [g]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Affricate&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''ch'' [t͡ʃ], ''j'' [d͡ʒ]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Fricative&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''f'' [f]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''th'' [θ]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''s'' [s]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''sh'' [ʃ]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Approximant&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''r'' [r]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Lateral&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | ''l'' [l]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The phoneme represented by ''n'' likely has the [[wikipedia: Allophone|allophone]] [ŋ] before ''g'' and ''k.''&lt;br /&gt;
&lt;br /&gt;
===Syllables===&lt;br /&gt;
&lt;br /&gt;
Kobold has three kinds of syllables, ''primary,'' ''secondary,'' and ''final.'' Every word is composed of one or two primary syllables, zero to two secondary syllables, and one final syllable. Words must begin with a primary syllable, end with a final syllable, the penultimate syllable must be a primary syllable, and all others must be secondary syllables. Therefore, the following structures are allowed:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No. of syllables&lt;br /&gt;
! Structure&lt;br /&gt;
|-&lt;br /&gt;
| 2 syllables&lt;br /&gt;
| 1-F&lt;br /&gt;
|-&lt;br /&gt;
| 3 syllables&lt;br /&gt;
| 1-1-F&lt;br /&gt;
|-&lt;br /&gt;
| 4 syllables&lt;br /&gt;
| 1-2-1-F&lt;br /&gt;
|-&lt;br /&gt;
| 5 syllables&lt;br /&gt;
| 1-2-2-1-F&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Primary Syllables====&lt;br /&gt;
Every primary syllable is of the [[wikipedia: Syllable#Components|syllable structure]] C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;(C&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)V. C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; is mandatory, and can be one of many consonants; C&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; is an optional [[wikipedia: Approximant consonant|approximant]], which can be either ''r'' or ''l''; and V is a vowel.&lt;br /&gt;
*The allowed consonants for C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; are: ''b'', ''d'', ''st'', ''sh'', ''s'', ''t'', ''th'', ''ch'', ''l'', ''f'', ''g'', ''k'', ''p'', and ''j''.&lt;br /&gt;
*The allowed consonants for C&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; are: ''r'', ''l'', or nothing.&lt;br /&gt;
**'''Exception''': The consonant cluster ''ll'' is forbidden.&lt;br /&gt;
*The allowed vowels for V are: ''a'', ''o'', ''u'', ''ay'', ''ee'', and ''i''.&lt;br /&gt;
**'''Exception''': The digraph vowels ''ay'' and ''ee'' can only be present in the penultimate syllable of a word (if this is also the initial syllable, it is still allowed).&lt;br /&gt;
&lt;br /&gt;
====Secondary Syllables====&lt;br /&gt;
Every secondary syllable is of the simple form CV. C is one of a handful of consonants, and V is a vowel.&lt;br /&gt;
*The allowed consonants for C are: ''b'', ''d'', ''l'', ''f'', ''g'', and ''k''.&lt;br /&gt;
*The allowed vowels for V are: ''a'', ''i'', ''o'', and ''u''.&lt;br /&gt;
**'''Note''': All secondary syllables use the same vowel as the first syllable.&lt;br /&gt;
&lt;br /&gt;
====Final Syllables====&lt;br /&gt;
Every final syllable is of the structure CR. C is one of several consonants or consonant clusters, while R is a [[wikipedia: Syllable#Rime|rime]] that is limited to one of the four endings ''-is'', ''-us'', ''-er'', or ''-in''.&lt;br /&gt;
*The allowed consonants for C are: ''m'', ''r'', ''ng'', ''b'', ''rb'', ''mb'', ''g'', ''lg'', ''l'', ''lb'', ''lm'', ''k'', ''nk'', ''ld'', ''d'', and ''rsn''.&lt;br /&gt;
*The allowed rimes for R are: ''is'', ''us'', ''er'', and ''in''.&lt;br /&gt;
**'''Exception:''' The rimes ''er'' and ''in'' are not allowed if the penultimate syllable's vowel is ''ee'' or ''i''.&lt;br /&gt;
&lt;br /&gt;
Note that the consonant C is likely not meant to actually begin the final syllable, but rather to be appended to the penultimate syllable. For example, the kobold name ''Krudulugrilgus'' would be enunciated as ''Kru-du-lu-'''gril'''-gus'', not ''Kru-du-lu-gri-'''lgus.'''''&lt;br /&gt;
&lt;br /&gt;
==Vocabulary==&lt;br /&gt;
As mentioned above, Kobold has no set vocabulary, being formed entirely of procedurally generated proper names. The shortest possible words would be 5 letters and 2 syllables, like ''[[:File:Sober.jpg|sober]]''. While nothing known about the rules of the language limits the length of a word, the longest observed word so far is the personal name ''stribikistreersnis'', at 18 letters and 5 syllables.&lt;br /&gt;
&lt;br /&gt;
You can generate Kobold names outside of ''Dwarf Fortress'', that follow all the rules above, with the online program [https://collinbrennan.github.io/GenGo/index.html GenGo].  After clicking the link, copy the following into the appropriate boxes (overwriting any default already there), and click generate.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Characters&lt;br /&gt;
!Rewrites&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
C: b d st sh s t th ch l f g k p j,&amp;lt;br /&amp;gt;&lt;br /&gt;
L: r l,&amp;lt;br /&amp;gt;&lt;br /&gt;
V: a o u i,&amp;lt;br /&amp;gt;&lt;br /&gt;
D: b d l f g k,&amp;lt;br /&amp;gt;&lt;br /&gt;
W: a o u i ay ee,&amp;lt;br /&amp;gt;&lt;br /&gt;
F: m r ng b rb mb g lg l lb lm k nk ld d rsn,&amp;lt;br /&amp;gt;&lt;br /&gt;
R: is us er in&lt;br /&gt;
| ll: l&lt;br /&gt;
|-&lt;br /&gt;
| '''Patterns'''&lt;br /&gt;
| [C(L)V(DV(DV))(C(L)W)FR C(L)WFR]&lt;br /&gt;
|-&lt;br /&gt;
| '''Filters'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''Syllable Min'''&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Syllable Max'''&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
Toady has said in an interview that the kobold language was created in imitation of his and Threetoe's childhood language developed to speak to cats. (BlindIRL interview, 2020/06/11, [https://www.youtube.com/watch?v=9xsv9JQ3X5w] )&lt;br /&gt;
&lt;br /&gt;
{{Language}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Language}}&lt;br /&gt;
[[ru:Kobold language]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=255177</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=255177"/>
		<updated>2020-10-06T00:01:24Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: minor grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:08, 6 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic, fire-breathing, green reptilian [[megabeast]]s, eventually becoming the [[List_of_creatures_by_adult_size#end_of_list|second largest]] land [[creature]]s in the world (behind the [[giant elephant]]). They are a different creature than the similarly-named [[cave dragon]].&lt;br /&gt;
&lt;br /&gt;
While based on the western dragon model, dragons neither fly nor have wings, and are not intelligent (though there is room to address this; see [[DF2014:Dragon#Irregularities.2C_Bugs.2C_and_Future_Plans|Bugs and Future Plans]]). They are immune to both [[fire]] and [[magma]]; however, they can still [[swimmer|drown]] if immersed in the latter. They frequently exhale jets of extremely hot (theoretically {{ct|50000}}, over four times the heat of magma) &amp;quot;[[dragonfire]]&amp;quot;, which can injure things that are immune to normal fire, such as the [[bronze colossus]]. Only dragons and the [[cave dragon|cave-dwelling subspecies thereof]]  are naturally immune to dragonfire; however, dragonfire can be blocked by creatures equipped with [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Dragons are covetous and seek to [[Steals items|steal items]] from your fortresses to bring back to their lairs. Dragons generally pilfer successfully in worldgen, but when they attack a player fortress they tend to get caged, killed, or distracted burning the whole fortress down.&lt;br /&gt;
&lt;br /&gt;
Dragons are the [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons] of the megabeasts. They aren't especially durable for a megabeast, and can be slain quite easily with traps or skilled soldiers, however, their dragonfire will melt every other non-shield-using creature in the game (except for [[sponge]]s), they breathe fire over a long distance (20+ tiles) and they breathe fire often.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
[[File:dragonprev.png|thumb|400px|center|Art by Olivitree - How majestic!]]&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarf size shortly after their second birthday, are more than double a dwarf's size at about year 5, and add another dwarf's-worth in size roughly every two years after that.&lt;br /&gt;
&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 100 years, a dragon is the size of a [[draltha]].&lt;br /&gt;
*At 200 years, a dragon is the size of an [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*Thereafter, a dragon is the second largest creature found on land. (The [[giant elephant]] is the largest land creature, while the [[giant sperm whale]] is the largest creature found anywhere.)&lt;br /&gt;
&lt;br /&gt;
==Defense strategies==&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it will be more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s.&lt;br /&gt;
&lt;br /&gt;
Possibly the best defense is to use piercing weapons like crossbows, and especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply, ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't fire on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. Being megabeasts, dragons are perpetually hostile to your military [[squad]]s and must be kept separated from your soldiers, otherwise they will kill each other on sight.{{bug|10731}}&lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your [[Pasture|grass]], [[Alcohol|booze]] [[stockpile]] or [[meeting area]].&lt;br /&gt;
&lt;br /&gt;
Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will immediately be considered adults, though they will still need to progress through 1,000 years of growth to reach full size. As they are born adults, it isn't possible to create [[Animal trainer#Taming children|fully tame]] dragons without [[modding]].&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
[[File:Dragon_Size.png|frame|Estimated size comparison between a fully-grown dragon and a dwarf.]]&lt;br /&gt;
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt; He has also commented on the game's current portrayal of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real-life sources.(&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].&lt;br /&gt;
&lt;br /&gt;
They will, in accordance to popular belief, however, burninate the countryside, the [[peasant|peasants]], and any thatched roof cottages that happen to be around.&lt;br /&gt;
&lt;br /&gt;
Though dragons are thought to make their lairs in dungeons, actual sightings of &amp;quot;Dragons in Dungeons&amp;quot; are extremely rare.&lt;br /&gt;
&lt;br /&gt;
Also contrary to popular belief, dragonfire is in fact not actually fire, but is composed of boiling, molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma.&lt;br /&gt;
&lt;br /&gt;
Dragonfire is also known to make trade depots explode.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, eating a dragon's soul will not give you the ability to kill people by shouting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = måmgoz&lt;br /&gt;
| elvish  = vutheni&lt;br /&gt;
| goblin  = kusnath&lt;br /&gt;
| human   = tamun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=239839</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=239839"/>
		<updated>2019-02-14T18:14:22Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Number of Demon Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:16, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file.''&lt;br /&gt;
:''See [[World rejection]] for information on solving problems related to worlds always being rejected.''&lt;br /&gt;
:''See [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
When you want more control of what your world looks like, it's time for '''advanced world generation'''. A detailed reference with advice is provided below. This article assumes that you are already familiar with [[World generation|'''basic''' world generation]]. If you are not then please read about that first.&lt;br /&gt;
&lt;br /&gt;
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedWorldGen.png‎]]&lt;br /&gt;
&lt;br /&gt;
This screen is relatively intuitive but some parts could use some explanation.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
&lt;br /&gt;
The list of already defined parameter sets is in the upper right corner. You can select the current set that you want to work with using the up and down directional keys.&lt;br /&gt;
&lt;br /&gt;
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set but note that this will not affect the name of the world that is generated.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;data/init/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.&lt;br /&gt;
&lt;br /&gt;
To get the parameters used to generate a world you are already playing press {{K|ESC}} then choose export images; exporting any image will also create the world generation parameter file, for more information see this [http://www.bay12forums.com/smf/index.php?topic=101280.msg4512541#msg4512541 post]. &lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
Creating larger worlds does not necessarily mean longer world generation time. The essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257. Others may not work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.&lt;br /&gt;
&lt;br /&gt;
In order to find out what seed values were used for the last world you generated, you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed values listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such, you cannot, for example, change the minimum and maximum rainfall and get the same world but drier or wetter, instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X] &lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X] &lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters such as end year and embark points can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already defined parameter set you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[World generation]].&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the ''data/init/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the other they appear in the configuration file. &lt;br /&gt;
&lt;br /&gt;
See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
'''Rejection Parameters''': Dwarf Fortress has a belt-and-braces approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans. These can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here you can enter specific seed values for different parts of the world generation process. Different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world if you want.&lt;br /&gt;
&lt;br /&gt;
Normally you will want to leave all of these set to Random unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally you can do just fine by leaving this value set to default, but you might want to up it for experimental/testing purposes or to help dwarves survive in a particularly evil world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member historical figures alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap. &lt;br /&gt;
&lt;br /&gt;
Note that '''this parameter controls only &amp;quot;civilization&amp;quot; sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.&lt;br /&gt;
&lt;br /&gt;
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
Increasing this too high can slow worldgen down by a lot, beware. Another effect can be goblins (or other civs) sometimes overwhelming all other civs and/or flooding the world with their homes leaving no good places to build your fortress. If you choose a low cap to hasten world generation, the cap will be reached within years stopping expanson of all civs. If you want a good and long history you will have to adjust cap of sites and population as the number of civs many times to find one fullfilling your needs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop early.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning at a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living megabeasts and titans starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many meagabeasts and titans are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are people or creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed &amp;quot;a creature at Eviltower in the year 102.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to all information about the history of the world in Legends mode. If set to No, then you will have to discover historical information in adventure mode or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects.&lt;br /&gt;
&lt;br /&gt;
Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
[[Temperature]] is always influenced by elevation and, if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The &amp;quot;base&amp;quot; temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The default values for the local variation are fairly small compared to the base temperature, which appears to be hard coded.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
# Create a grid with 2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; tiles in both X and Y direction.&lt;br /&gt;
# Set the intersection points of the grid lines to a random value according to the weighted ranges.&lt;br /&gt;
# Smooth out the area between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
&lt;br /&gt;
Where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]&lt;br /&gt;
&lt;br /&gt;
==== Mesh Size ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2x2 means the grid will be 2 times 2 tiles large and there will be 3 times 3 for a total of 9 intersection points. On a pocket world this means one grid tile will be 8 * 8 world tiles large whereas on a large world one grid tile will be 128 * 128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8 * 8 world tiles large.&lt;br /&gt;
&lt;br /&gt;
==== Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Variance ====&lt;br /&gt;
&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2x2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2x2 mesh and barely visible at all with a 8x8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2x2 mesh will look essentially the same as a pocket world with a 2x2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this you can influence how polar regions are added. The poles can be on the north or south edge and the equator will be on the opposite edge or in the middle if there are two poles.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. Elevations of 400 must be possible for mountain peaks to occur. If set to zero then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation 400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting but other than that they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly they do increase the highest Z-level above ground in all embark zones in the same region even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map.&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of:&lt;br /&gt;
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side.  Think the east or west coast of the United States, the north coast of Canada, or southern Europe.  If your edge ocean happens to pick your world's frozen side most of it will be glacier.&lt;br /&gt;
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeasts Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of semi-megabeasts placed at the beginning of history. Semi-megabeasts are giants, ettins, minotaurs, and cyclopes, which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of titans that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80 which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]] worth of merchandise, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. Thus many different types of demons will exist in the world but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15].You need at least 2 Demon Types, or goblin civilizations won't exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Night troll|night trolls]] that will exist in the world. These are also procedurally generated. Setting this to zero means that the world will have no night trolls. Additionally, setting this to zero means the world will also have no custom night trolls.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen. Additionally, setting this to zero will not allow custom bogeymen to appear in the world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Werebeast Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Werebeast|werebeasts]] that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well known of these amount to different species of animal beasts, from lizards, to wolves, to maybe even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are necromancers. Setting this to zero means that no [[necromancer]]s will appear.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:44]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully liquid liquids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of vaults.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately. (all tiles in the same subregion share the same [[Surroundings|surroundings]] values.)&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area.  Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;.  Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations.&lt;br /&gt;
&lt;br /&gt;
In particular, if you have something like a case where only 3 large regions exists in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''.  So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations.  Dwarves, for example, need non-aligned biomes.  Creating too many evil biomes seems to lead to the danger of an early extinction of many civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is the maximum number of squares on a map of a given size. If the total number of squares on a map is lower than the sum of all square count parameters then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17x17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33x33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65x65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129x129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257x257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}} The rain shadows will always be created as if the wind is blowing from west to east.&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around.&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layer Number ====&lt;br /&gt;
&lt;br /&gt;
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
'''Warning:'''&lt;br /&gt;
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have impact on volcanoes, nor volcanism, so even if 0/No there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers.  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-Levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As for version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of second cavern and very bottom of first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of third cavern and very bottom of second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of earth between very highest magma and very bottom of third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber.&amp;lt;br /&amp;gt;Only valid if Bottom Layer present.&amp;lt;br /&amp;gt;Often has no impact.&amp;lt;br /&amp;gt;Values larger than default results in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled.  For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more conglomerate, or more granite, and you have no control over which stone layer spans those Z-Levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large values can cause strange things to happen.  Even more true for small values.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are sort of like caverns except that they have a passage to the surface and are generally much smaller. Caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of (Non-)Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of caves that will be generated. Lurking kobolds set up shop in caves and store stolen items here. A setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a lair.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of civilizations will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts, decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of your generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific then the [[Worldgen examples|Worldgen examples]] might be helpful. These are complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired.&lt;br /&gt;
If they have nothing for you try [[Worldgen Tricks|Worldgen Tricks]], for known tricks and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bookcase&amp;diff=239715</id>
		<title>Bookcase</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bookcase&amp;diff=239715"/>
		<updated>2019-02-07T00:52:54Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:30, 6 February 2017 (UTC)}}&lt;br /&gt;
{{furniture|name=Bookcase&lt;br /&gt;
|tile=≡|col=0:7:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecraft=y&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Library]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
Bookcases are [[furniture]] used in [[library|libraries]] to store written [[book]]s. They are {{k|b}}uilt using {{k|Alt}}+{{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Bookcases can be crafted from 1 log in the [[carpenter's workshop]], 2 bars in the [[metalsmith's forge]], 1 bag of [[sand]] in the [[glass furnace]], or 1 stone in the [[craftsdwarf's workshop]]. Bookcases are stockpiled in furniture stockpiles under &amp;quot;Other Large Tools&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is not easy to find how many books a bookcase will hold (codices do not have a fixed size). A bookcase should be capable of between 200 and 500 codices, so not many bookcases are needed for small libraries. A single bookcase can hold 500 scrolls or 1,000 quires.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_BOOKCASE}}}}&lt;br /&gt;
[[Ru:Bookcase]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=239659</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=239659"/>
		<updated>2019-02-03T23:00:08Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Community outlook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|02:48, 22 April 2018 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (focused on trees).&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive in late spring, bringing only [[plant]]-related and [[wood]]-related items, [[cage]]d tame animals, various types of [[clay]] and [[sand]]. During [[trade]], elves will '''not''' accept wood, wooden items or any goods [[Decoration|decorated]] with wood. This includes  ''clear'' and ''crystal'' [[glass]] items and [[soap]], because wood-derived [[lye]] and [[pearlash]] are used in their production, however, ash-[[glaze]]d items are acceptable.  Dwarves cannot normally decorate objects with wood, but other civilizations can, so be careful with objects with decorations. Elves bring their own &amp;quot;grown&amp;quot; wooden items. Those were presumably produced without cutting down trees. Elves will accept elf-made wooden items in trade, but not wooden items made by anyone else. Be careful not to offer them your wooden [[bin]]s or [[barrel]]s, or [[quiver]]s containing wooden [[bolt]]s/[[arrow]]s. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot. You may also steal from them or even kill/torture them without fear of repercussion: merchants will not resist if you seize their goods and will not competently fight back if attacked.&lt;br /&gt;
&lt;br /&gt;
Elves will generally '''accept''' items made of green glass, stone, metal, bone and other refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as those are not held in dwarf-made wooden cages. They also accept ''raw'' clear glass and ''raw'' crystal glass, even though they are made using [[pearlash]]. Despite the name, petrified wood is a kind of stone and therefore acceptable. (Apparently it's okay if the tree died of natural causes a long time ago.)&lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to refuse further trade this year and leave early. Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
They have no facial hair but rarely they have at least stubble. Like [[goblin]]s, they are biologically immortal and will only die to violence and disease. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, treefondling traitors&amp;lt;/s&amp;gt; dwarves [[Preferences|like]] elves for their ''&amp;quot;&amp;quot;&amp;quot;grace&amp;quot;&amp;quot;&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
The elven diplomat will arrive approximately halfway through the first month in spring. At some point the diplomat may revisit your fortress to establish a treecutting quota.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-1.png]]&lt;br /&gt;
&lt;br /&gt;
Although the first screen lists a quota of 100 trees, accepting this offer leads to a negotiation phase where the limit may be different from 100.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-3.png]]&lt;br /&gt;
&lt;br /&gt;
If the player agrees to a treecutting meeting, it will be visible after selecting the elves in the Civilizations screen and pressing Tab a few times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-4.png]]&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
List of what you can expect in an average elven caravan:&lt;br /&gt;
*Wooden logs: Always useful, unless you are in a forest biome and already drowning in wooden logs. Quantity depending on how many logs you have already; lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
*Fruits and various other growths from [[tree]]s. Can be made into alcohol or eaten. Good for booze variety. Elves can bring a lot of plants and fruit that are otherwise not native to your fort.&lt;br /&gt;
*Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These all are useful, though generally are easy enough to make locally.&lt;br /&gt;
*Soil types: [[sand]] in bags, various types of [[clay]]. In case you have no sand or clay, those are useful. Keep in mind they don't bring enough of either for long term, mass production.&lt;br /&gt;
*[[Bag]]s and [[rope]]s made from plant cloth. You already should have those, but a few extra bags never hurt, although plant cloth bags are a bit expensive.&lt;br /&gt;
*A few aboveground tame animals in wooden cages. May be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring the animals they get from their biome, so you may be able to guess what will they bring next. For that matter, elves installed on savage tropical lands are the best. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
*Caged tame [[vermin]], which has no real use aside from putting in a [[zoo]], or if you want more cages.&lt;br /&gt;
*Rope reed or other plant cloth [[clothing]], mildly useful if you are in lack of clothing and haven't bothered setting up a clothing industry. Although you may not deem it dwarven enough to wear.&lt;br /&gt;
*Wooden [[crutch]]es and [[Health_care#Splints|splint]]s, which are pretty handy for [[health care]] if you didn't make any.&lt;br /&gt;
*Wooden [[armor]] and [[weapon]]s, which are generally useless unless you are [[trap]]-happy, lack metal, or restricting yourself to wooden weapons.&lt;br /&gt;
*Craft goods, such as toys or cups. Typically, it isn't necessary to buy these since dwarves can make all that they need on their own, but elves might carry [[instrument]]s that dwarves cannot make.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussion. Otherwise they are identical to the wood that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven ''[[civilization]]'' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and animal-people, although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed those poor souls' lives, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torturing as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable. On the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment. As such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, breaking oaths, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven civilizations. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the &amp;quot;elves are stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely disliked by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives. Unlike goblins, however, elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia. Because of this, elves have a reputation among the community of being all-bark-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one. If a player is telling a story about a gruesome incident of sorts, there's a high chance it'll involve at least one elf as the victim.&lt;br /&gt;
&lt;br /&gt;
The elves' rabid love for trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. Unlike most other fantasy settings, ''Dwarf Fortress'' elves don't really have any redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, aren't good smiths, and don't have any superhuman abilities beyond biological immortality), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew toys.&lt;br /&gt;
&lt;br /&gt;
Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Elven caravans do not bring cloth, seeds or booze, and rarely bring grown wooden logs.{{bug|7863}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Galena&amp;diff=238725</id>
		<title>Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Galena&amp;diff=238725"/>
		<updated>2018-12-15T01:46:24Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Galena''' is an [[ore]] of both [[lead]] and [[silver]].  It is found as [[vein]]s in a variety of locations.&lt;br /&gt;
&lt;br /&gt;
When galena ore is [[smelter|smelted]], it will produce 4 lead [[bar]]s and 0-4 silver [[bar]]s (with a 50% chance of each silver bar being produced). On average, each nugget of galena will produce two bars of silver when smelted.&lt;br /&gt;
&lt;br /&gt;
Galena can also be used in [[alloy]] reactions requiring silver-bearing ore. Because these reactions treat the galena nugget as the equivalent of 4 silver bars, the resulting alloy will show a roughly 30% increase in value over smelting the galena separately.&lt;br /&gt;
&lt;br /&gt;
Galena is also [[magma-safe]], but just barely. Since galena is a mid-value ore, however, you'll probably want to use something less valuable for magma management.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Galena&amp;quot; is the name of the 6th month of the Dwarven [[calendar]], covering late Summer.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
Galena is a brittle, gray ore, the natural mineral form of lead(II) sulfide. It's been used as a source of lead since ancient times. Despite being magma-safe in Dwarf Fortress, it has a low melting point, making it easy to smelt into lead. Its more valuable use, however, is in the silver often found within galena deposits, which is also rather easy to extract; the Greeks were extracting silver from galena since the 7th century B.C. In real life, silver occurs within galena in concentrations up to 1-2% in pure form, as well as other forms such as silver sulfide.&lt;br /&gt;
&lt;br /&gt;
One of galena's earliest uses was as an ingredient in kohl, an early form of eyeliner used in Africa and the Middle East, particularly Ancient Egypt. It is also a semiconductor, and was widely used in early wireless radio systems until the mid-1920's. However, galena's more important uses are from the lead and silver extracted from it, the uses of which are too vast to properly note here.&lt;br /&gt;
&lt;br /&gt;
[[File:Galena-148318.jpg|center|thumb|250px|Galena.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=235878</id>
		<title>Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=235878"/>
		<updated>2018-05-06T18:12:21Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Avoiding bogeymen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:35, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Bogeyman Attack.png|thumb|286px|right|A group of bogeymen attacking a hapless adventurer.]]&lt;br /&gt;
A '''bogeyman''' {{Tile|ñ|0:1}} is a procedurally generated [[night creature]] which attacks unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night alone. Both fast travelling and travelling normally on the local map trigger bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared. &lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
A number of different types of bogeyman are procedurally generated at every world creation, similar to [[night troll]]s. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with bogeymen, generating a world with &amp;quot;{{tt|Number of bogeymen types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, bogeymen all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, some bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey. All bogeymen are intelligent creatures and reading their description will reveal the bogeyman &amp;quot;hurls vicious insults constantly&amp;quot;. While evil, bogeymen are not restricted to evil regions and can appear anywhere.&lt;br /&gt;
&lt;br /&gt;
Bogeymen are by far the smallest of all night creatures (save transformed small creatures), ranging from 10,000 cm³ to 20,000 cm³, making the largest bogeymen only as big as a [[kobold]]. However, this doesn't mean they should be underestimated; all bogeymen possess Expert [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of being one of the most agile types of creature in the game, which makes them exceptionally hard to hit. Bogeymen can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Bogeymen need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000; due to not existing in [[fortress mode]], bogeymen never get to destroy buildings or interact with [[trap]]s, and they don't possess the necessary tokens to be [[Animal trainer|trained]] even if they did spawn in fortresses.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bogeymen for their ''terror-inspiring antics''.&lt;br /&gt;
&lt;br /&gt;
== Avoiding bogeymen ==&lt;br /&gt;
&lt;br /&gt;
Fortunately, adventurers are not doomed to face bogeymen every time night falls. In fact, bogeymen can be avoided entirely by:&lt;br /&gt;
&lt;br /&gt;
#Being accompanied by at least one [[Adventure mode#Companions|companion]]. However, if you go to sleep, there is a chance the companions will wander, even if you ask them to wait.&amp;lt;br /&amp;gt;&lt;br /&gt;
#Sleeping/waiting the night away inside a shelter (see below).&amp;lt;br /&amp;gt;&lt;br /&gt;
#Sleeping/waiting/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are [[ambush|ambushed]] by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
A turn after receiving this message, 4-6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
If you try to travel or sleep/wait while at least one of the bogeymen is still alive, you will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interestingly, bogeymen will be friendly towards creatures with the {{token|NOFEAR}} token. Playing as such a creature will make you totally safe from bogeymen; in the vanilla game, the available creatures with this trait are humanoid arachnid people: the [[bark scorpion man]], the [[brown recluse spider man]], and the [[jumping spider man]]. It doesn't prevent bogeyman encounters, however; sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or travelling.&lt;br /&gt;
&lt;br /&gt;
Bogeymen will ambush [[werebeasts]], and are as unfriendly as anyone else toward them, but will vanish on their own within the game hour.&lt;br /&gt;
&lt;br /&gt;
== Dealing with bogeymen ==&lt;br /&gt;
If you're playing as an adventurer with a [[gait|speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
=== Killing them all ===&lt;br /&gt;
The most obvious solution. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
=== Surviving until dawn ===&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
=== Entering a shelter ===&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions.&lt;br /&gt;
&lt;br /&gt;
== Fighting bogeymen ==&lt;br /&gt;
&lt;br /&gt;
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill. If you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
*Don't panic. Always know where your towel is. Carefully planned maneuvering is the key to survival.&lt;br /&gt;
*Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.&lt;br /&gt;
&lt;br /&gt;
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.&lt;br /&gt;
&lt;br /&gt;
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other night creatures, bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon]]s to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
*Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
*Don't let bogeymen get the initiative. If you let the bogeyman attack you their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
*If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
*Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_19]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:9]&lt;br /&gt;
	[NATURAL_SKILL:BITE:9]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:9]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:9]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:9]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:9]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:9]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:12000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_2_HEAD_HORNS:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:SLATE_GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:900:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A small one-eyed humanoid. It has two broad horns and it hurls vicious insults constantly. Its slate gray skin is sleek and smooth. Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Murky_pool&amp;diff=235853</id>
		<title>Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Murky_pool&amp;diff=235853"/>
		<updated>2018-05-05T00:44:12Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Water source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:20, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Murky pools''' are small bodies of [[water#Stagnant water|stagnant water]] on the surface. Murky pools form tiny [[biome]]s that are enclosed by much larger biomes. The pool itself and tiles adjacent to the pool are counted as a biome. All kinds of [[vermin]] populate pools, which includes many edible and [[hateable]] vermin. Murky pools won't be shown on the [[embark|embark screen]], but they are a ubiquitous feature in any non-desert, non-freezing biome and will usually appear in high numbers. Some pools can be found merged with [[river]]s.&lt;br /&gt;
&lt;br /&gt;
Murky pools contain a finite amount of water that can be drained and replenished over time. Water can evaporate completely during [[calendar|summer]] in sufficiently hot [[climate]]s, and be slowly refilled by [[rain]]water. Pools can also be artificially drained or filled up.&lt;br /&gt;
&lt;br /&gt;
There are six types of pools, divided in climate and the salinity of the water. They are listed in the following table:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#aaaaaa&amp;quot;|&lt;br /&gt;
! '''Freshwater''' !! '''Brackish water''' !! '''Saltwater'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#dddddd&amp;quot;| '''Temperate'''&lt;br /&gt;
| Temperate freshwater pool || Temperate brackish pool || Temperate saltwater pool&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#dddddd&amp;quot;| '''Tropical'''&lt;br /&gt;
| Tropical freshwater pool || Tropical brackish pool || Tropical saltwater pool&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
Dwarves with the [[fishing]] labor enabled will begin to catch vermin fish from nearby murky pools. Fish population will run out very quickly and can be easily fished to local [[extinction]].&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
A murky pool can be used as a water source, but this is not recommended. Drinking stagnant water will give dwarves an unhappy [[thought]], and using stagnant water to wash a [[wound]] will lead to [[health care#Infection|infection]]. Building a [[well]] will not clean the water. Filtering stagnant water through a [[screw pump]] ''will'' clean the water, which can then flow into a dwarf-made [[cistern]]. Dwarves generally won't use stagnant water from murky pools if [[alcohol]] or clean water is available.&lt;br /&gt;
&lt;br /&gt;
== Removal ==&lt;br /&gt;
In order to remove a murky pool, you must first remove the water. There are several ways to achieve this:&lt;br /&gt;
# Let the pool evaporate (only works in hot/scorching climates)&lt;br /&gt;
# Dig into the pool from the side and let the water drain away to somewhere else&lt;br /&gt;
# Drain the pool with [[screw pump]]s&lt;br /&gt;
&lt;br /&gt;
The bottom of a murky pool will keep its &amp;quot;murky pool&amp;quot; status, presumably to let the game know that water should collect there during rain storms. You can't build certain buildings, including [[farm plot]]s, on dry &amp;quot;murky pool&amp;quot; tiles. Murky pool tiles will also block [[trade depot]] access. To de-murk those tiles, simply build a [[paved road]] on top of them, and then remove it. The floor covered by the road will become standard soil once the road is removed. Be aware that once you do this the tiles won't gather rainwater anymore.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
When frozen murky pools thaw, they do so instantly. Any dwarf standing on the ice will plunge into the water with a risk of drowning if they can not find a nearby ramp quick enough. Unless they have adequate or better [[swimming]] skills, the fall will [[status icon|stun]] them, increasing the chance of death.&lt;br /&gt;
&lt;br /&gt;
Similarly, when the pool freezes it does so instantly. If a dwarf is in a murky pool when winter comes (perhaps because the water is shallow enough to walk through) and the water freezes, the dwarf will be encased in the ice and immediately die. To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool. Or, if you don't need to fish from it, you can construct a [[wall]] around it or a [[floor]] over it.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate pool !! colspan=&amp;quot;3&amp;quot;| Tropical pool&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|3:1}} [[Damselfly]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|3:1}} [[Dragonfly]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Fly]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Green tree frog]]&lt;br /&gt;
| X ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|0:1}} [[Leech]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Lungfish]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Mosquito]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|☼|2:0}} [[Pond turtle]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:0}} [[Toad]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage pools:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate pool !! colspan=&amp;quot;3&amp;quot;| Tropical pool&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:0}} [[Acorn fly]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Moghopper]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil pools:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate pool !! colspan=&amp;quot;3&amp;quot;| Tropical pool&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|4:1}} [[Blood gnat]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pond/pool populations do not replenish, gradually becoming extinct.{{bug|2780}}&lt;br /&gt;
* Only vermin can spawn in murky pools, so creatures will never actually appear. Below are creatures that should be appearing in pools:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate pool !! colspan=&amp;quot;3&amp;quot;| Tropical pool&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|2:0}} [[Alligator snapping turtle]]&lt;br /&gt;
| X || X ||   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|2:0}} [[Common snapping turtle]]&lt;br /&gt;
| X || X ||   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[River otter]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage pools:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate pool !! colspan=&amp;quot;3&amp;quot;| Tropical pool&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|d|3:1}} [[Damselfly man]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|d|3:1}} [[Dragonfly man]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|0:1}} [[Fly man]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|3:1}} [[Giant damselfly]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|3:1}} [[Giant dragonfly]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|0:1}} [[Giant fly]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|2:1}} [[Giant green tree frog]]&lt;br /&gt;
| X ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|0:1}} [[Giant leech]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Giant mosquito]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|6:0}} [[Giant otter]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|2:0}} [[Giant pond turtle]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|2:0}} [[Giant snapping turtle]]&lt;br /&gt;
| X || X ||   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|2:0}} [[Giant toad]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|2:1}} [[Green tree frog man]]&lt;br /&gt;
| X ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|0:1}} [[Leech man]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|0:1}} [[Mosquito man]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[Otter man]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|2:0}} [[Pond turtle man]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|2:0}} [[Snapping turtle man]]&lt;br /&gt;
| X || X ||   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|2:0}} [[Toad man]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = bothon agsal | elvish = meli pati | goblin = ebrå tostgud | human = sedme nique}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elven_language&amp;diff=232816</id>
		<title>Elven language</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elven_language&amp;diff=232816"/>
		<updated>2017-09-13T18:18:12Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Diacritic meaning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|wikipedia: Quenya|l1 = Quenya|wikipedia: Sindarin|l2 = Sindarin}}&lt;br /&gt;
The '''Elvish language''' is one of the [[language]]s the player will come across. This language is used in-game for the names of the universe, continents, rivers, elvish governments and settlements, elves, artifacts and engravings. However, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns.&lt;br /&gt;
&lt;br /&gt;
==Alphabet==&lt;br /&gt;
The letters of the Elvish alphabet are:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|1||width=2% align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|3||width=2% align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|5||width=2% align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|7||width=2% align=&amp;quot;center&amp;quot;|8&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|9||width=2% align=&amp;quot;center&amp;quot;|10&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|11||width=2% align=&amp;quot;center&amp;quot;|12&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|13||width=2% align=&amp;quot;center&amp;quot;|14&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|15||width=2% align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|17||width=2% align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|19||width=2% align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|21||width=2% align=&amp;quot;center&amp;quot;|22&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|23||width=2% align=&amp;quot;center&amp;quot;|24&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|25||width=2% align=&amp;quot;center&amp;quot;|26&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|27||width=2% align=&amp;quot;center&amp;quot;|28&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|29||width=2% align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|31||width=2% align=&amp;quot;center&amp;quot;|32&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|33||width=2% align=&amp;quot;center&amp;quot;|34&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#EFEFEF&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;34&amp;quot; | '''Majuscule forms''' (also called '''uppercase''' or '''capital letters''')&lt;br /&gt;
|-&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|A||width=2% align=&amp;quot;center&amp;quot;|B||width=2% align=&amp;quot;center&amp;quot;|C||width=2% align=&amp;quot;center&amp;quot;|Ç||width=2% align=&amp;quot;center&amp;quot;|D||width=2% align=&amp;quot;center&amp;quot;|E||width=2% align=&amp;quot;center&amp;quot;|È||width=2% align=&amp;quot;center&amp;quot;|É||width=2% align=&amp;quot;center&amp;quot;|F||width=2% align=&amp;quot;center&amp;quot;|G||width=2% align=&amp;quot;center&amp;quot;|H||width=2% align=&amp;quot;center&amp;quot;|I||width=2% align=&amp;quot;center&amp;quot;|Ì||width=2% align=&amp;quot;center&amp;quot;|Í||width=2% align=&amp;quot;center&amp;quot;|K||width=2% align=&amp;quot;center&amp;quot;|L||width=2% align=&amp;quot;center&amp;quot;|M||width=2% align=&amp;quot;center&amp;quot;|N||width=2% align=&amp;quot;center&amp;quot;|O||width=2% align=&amp;quot;center&amp;quot;|Ò||width=2% align=&amp;quot;center&amp;quot;|Ó||width=2% align=&amp;quot;center&amp;quot;|P||width=2% align=&amp;quot;center&amp;quot;|Q||width=2% align=&amp;quot;center&amp;quot;|R||width=2% align=&amp;quot;center&amp;quot;|S||width=2% align=&amp;quot;center&amp;quot;|T||width=2% align=&amp;quot;center&amp;quot;|U||width=2% align=&amp;quot;center&amp;quot;|Ù||width=2% align=&amp;quot;center&amp;quot;|Ú||width=2% align=&amp;quot;center&amp;quot;|V||width=2% align=&amp;quot;center&amp;quot;|W||width=2% align=&amp;quot;center&amp;quot;|Y||width=2% align=&amp;quot;center&amp;quot;|Ÿ||width=2% align=&amp;quot;center&amp;quot;|Z&lt;br /&gt;
|- 	&lt;br /&gt;
|bgcolor=&amp;quot;#EFEFEF&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;34&amp;quot; | '''Minuscule forms''' (also called '''lowercase''' or '''small letters''')&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|a||align=&amp;quot;center&amp;quot;|b||align=&amp;quot;center&amp;quot;|c||align=&amp;quot;center&amp;quot;|ç||align=&amp;quot;center&amp;quot;|d||align=&amp;quot;center&amp;quot;|e||align=&amp;quot;center&amp;quot;|è||align=&amp;quot;center&amp;quot;|é||align=&amp;quot;center&amp;quot;|f||align=&amp;quot;center&amp;quot;|g||align=&amp;quot;center&amp;quot;|h||align=&amp;quot;center&amp;quot;|i||align=&amp;quot;center&amp;quot;|ì||align=&amp;quot;center&amp;quot;|í||align=&amp;quot;center&amp;quot;|k||align=&amp;quot;center&amp;quot;|l||align=&amp;quot;center&amp;quot;|m||align=&amp;quot;center&amp;quot;|n||align=&amp;quot;center&amp;quot;|o||align=&amp;quot;center&amp;quot;|ò||align=&amp;quot;center&amp;quot;|ó||align=&amp;quot;center&amp;quot;|p||align=&amp;quot;center&amp;quot;|q||align=&amp;quot;center&amp;quot;|r||align=&amp;quot;center&amp;quot;|s||align=&amp;quot;center&amp;quot;|t||align=&amp;quot;center&amp;quot;|u||align=&amp;quot;center&amp;quot;|ù||align=&amp;quot;center&amp;quot;|ú||align=&amp;quot;center&amp;quot;|v||align=&amp;quot;center&amp;quot;|w||align=&amp;quot;center&amp;quot;|y||align=&amp;quot;center&amp;quot;|ÿ||align=&amp;quot;center&amp;quot;|z&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of these 34 letters, 13 are vowels (A, E, È, É, I, Ì, Í, O, Ò, Ó, U, Ù, Ú); the 21 others are consonants.&lt;br /&gt;
&lt;br /&gt;
The letters J and X of the [[wikipedia:ISO basic Latin alphabet|ISO basic Latin alphabet]] do not occur in the Elvish alphabet.&lt;br /&gt;
&lt;br /&gt;
===Letter frequency===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! N !! Letter !! Frequency&lt;br /&gt;
|-&lt;br /&gt;
|1 || A || 16.26%&lt;br /&gt;
|-&lt;br /&gt;
|2 || B || 1.24%&lt;br /&gt;
|-&lt;br /&gt;
|3 || C || 3.92%&lt;br /&gt;
|-&lt;br /&gt;
|4 || Ç || 0.13%&lt;br /&gt;
|-&lt;br /&gt;
|5 || D || 1.43%&lt;br /&gt;
|-&lt;br /&gt;
|6 || E || 13.16%&lt;br /&gt;
|-&lt;br /&gt;
|7 || È || 0.54%&lt;br /&gt;
|-&lt;br /&gt;
|8 || É || 0.48%&lt;br /&gt;
|-&lt;br /&gt;
|9 || F || 3.42%&lt;br /&gt;
|-&lt;br /&gt;
|10 || G || 0.09%&lt;br /&gt;
|-&lt;br /&gt;
|11 || H || 4.30%&lt;br /&gt;
|-&lt;br /&gt;
|12 || I || 12.85%&lt;br /&gt;
|-&lt;br /&gt;
|13 || Ì || 0.55%&lt;br /&gt;
|-&lt;br /&gt;
|14 || Í || 0.59%&lt;br /&gt;
|-&lt;br /&gt;
|15 || K || 0.16%&lt;br /&gt;
|-&lt;br /&gt;
|16 || L || 5.02%&lt;br /&gt;
|-&lt;br /&gt;
|17 || M || 4.69%&lt;br /&gt;
|-&lt;br /&gt;
|18 || N || 4.86%&lt;br /&gt;
|-&lt;br /&gt;
|19 || O || 4.14%&lt;br /&gt;
|-&lt;br /&gt;
|20 || Ò || 0.24%&lt;br /&gt;
|-&lt;br /&gt;
|21 || Ó || 0.36%&lt;br /&gt;
|-&lt;br /&gt;
|22 || P || 1.05%&lt;br /&gt;
|-&lt;br /&gt;
|23 || Q || 0.45%&lt;br /&gt;
|-&lt;br /&gt;
|24 || R || 5.35%&lt;br /&gt;
|-&lt;br /&gt;
|25 || S || 1.42%&lt;br /&gt;
|-&lt;br /&gt;
|26 || T || 5.64%&lt;br /&gt;
|-&lt;br /&gt;
|27 || U || 2.21%&lt;br /&gt;
|-&lt;br /&gt;
|28 || Ù || 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|29 || Ú || 0.13%&lt;br /&gt;
|-&lt;br /&gt;
|30 || V || 1.50%&lt;br /&gt;
|-&lt;br /&gt;
|31 || W || 1.24%&lt;br /&gt;
|-&lt;br /&gt;
|32 || Y || 1.31%&lt;br /&gt;
|-&lt;br /&gt;
|33 || Ÿ || 0.99%&lt;br /&gt;
|-&lt;br /&gt;
|34 || Z || 0.17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphemics==&lt;br /&gt;
* [[wikipedia:digraph (orthography)|Digraphs]] ''th'' and ''qu''.&lt;br /&gt;
** ''h'' only occurs in the digraph ''th''.&lt;br /&gt;
** ''q'' only occurs in the digraph ''qu''.&lt;br /&gt;
* Only allowed consonant cluster ''sl''.&lt;br /&gt;
* Elvish has no [[wikipedia:diphthongs|diphthongs]].&lt;br /&gt;
* Possible [[wikipedia: syllable structure|syllable structure]] (C)(C)V&lt;br /&gt;
===Diacritic meaning===&lt;br /&gt;
The Elvish language has two diacritics ([[wikipedia:Grave accent|◌̀]] and [[wikipedia:Acute accent|◌́]]) used on four vowels (''e'', ''i'', ''o'', and ''u''). Its possible that this is just a simpler version of the Dwarven language's system, with just high and low pitch. It's also possible that the two diacritics represent short and overlong vowels, and no diacritic represents a long vowel.&lt;br /&gt;
&lt;br /&gt;
It's interesting that ''A'' stands out as the one vowel with no diacritics, while in Dwarven it's the one with the most.&lt;br /&gt;
&lt;br /&gt;
==Vocabulary==&lt;br /&gt;
{{main|Template:Noun dictionary|l1=Noun dictionary|Template:Verb dictionary|l2=Verb dictionary|Template:Adjective dictionary|l3=Adjective dictionary|Template:Prefix dictionary|l4=Prefix dictionary}}&lt;br /&gt;
&lt;br /&gt;
The average word in the Elvish language is 4.993 letters long. The longest known words are ''thitathi'' (&amp;quot;admire&amp;quot;), ''thafatha'' (&amp;quot;battle&amp;quot;), ''riquethi'' (&amp;quot;chop&amp;quot;), ''lethathi'' (&amp;quot;glum&amp;quot;), ''thavetha'' (&amp;quot;mauve&amp;quot;), ''thethéfa'' (&amp;quot;meal&amp;quot; (paste)), ''cèthutha'' (&amp;quot;mine&amp;quot;), ''tithithi'' (&amp;quot;pepper&amp;quot;), ''quathari'' (&amp;quot;play&amp;quot; (perform)), ''thawathi'' (&amp;quot;post&amp;quot;), ''naquithe'' (&amp;quot;rabble&amp;quot;), ''thatheci'' (&amp;quot;rustic&amp;quot;), ''nethitha'' (&amp;quot;squid&amp;quot;), ''fithithe'' (&amp;quot;stretch&amp;quot;), ''thanetha'' (&amp;quot;ungodly&amp;quot;), and ''tholatho'' (&amp;quot;waste&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The average word has 2.556 syllables. Words either have two or three syllables.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Language}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elven_language&amp;diff=232815</id>
		<title>Elven language</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elven_language&amp;diff=232815"/>
		<updated>2017-09-13T18:17:54Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: No such thing as &amp;quot;normal&amp;quot; vowel length&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{distinguish|wikipedia: Quenya|l1 = Quenya|wikipedia: Sindarin|l2 = Sindarin}}&lt;br /&gt;
The '''Elvish language''' is one of the [[language]]s the player will come across. This language is used in-game for the names of the universe, continents, rivers, elvish governments and settlements, elves, artifacts and engravings. However, as of yet, it lacks everything necessary for proper conversation, like grammar or personal pronouns.&lt;br /&gt;
&lt;br /&gt;
==Alphabet==&lt;br /&gt;
The letters of the Elvish alphabet are:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|1||width=2% align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|3||width=2% align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|5||width=2% align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|7||width=2% align=&amp;quot;center&amp;quot;|8&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|9||width=2% align=&amp;quot;center&amp;quot;|10&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|11||width=2% align=&amp;quot;center&amp;quot;|12&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|13||width=2% align=&amp;quot;center&amp;quot;|14&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|15||width=2% align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|17||width=2% align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|19||width=2% align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|21||width=2% align=&amp;quot;center&amp;quot;|22&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|23||width=2% align=&amp;quot;center&amp;quot;|24&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|25||width=2% align=&amp;quot;center&amp;quot;|26&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|27||width=2% align=&amp;quot;center&amp;quot;|28&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|29||width=2% align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|31||width=2% align=&amp;quot;center&amp;quot;|32&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|33||width=2% align=&amp;quot;center&amp;quot;|34&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;#EFEFEF&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;34&amp;quot; | '''Majuscule forms''' (also called '''uppercase''' or '''capital letters''')&lt;br /&gt;
|-&lt;br /&gt;
|width=2% align=&amp;quot;center&amp;quot;|A||width=2% align=&amp;quot;center&amp;quot;|B||width=2% align=&amp;quot;center&amp;quot;|C||width=2% align=&amp;quot;center&amp;quot;|Ç||width=2% align=&amp;quot;center&amp;quot;|D||width=2% align=&amp;quot;center&amp;quot;|E||width=2% align=&amp;quot;center&amp;quot;|È||width=2% align=&amp;quot;center&amp;quot;|É||width=2% align=&amp;quot;center&amp;quot;|F||width=2% align=&amp;quot;center&amp;quot;|G||width=2% align=&amp;quot;center&amp;quot;|H||width=2% align=&amp;quot;center&amp;quot;|I||width=2% align=&amp;quot;center&amp;quot;|Ì||width=2% align=&amp;quot;center&amp;quot;|Í||width=2% align=&amp;quot;center&amp;quot;|K||width=2% align=&amp;quot;center&amp;quot;|L||width=2% align=&amp;quot;center&amp;quot;|M||width=2% align=&amp;quot;center&amp;quot;|N||width=2% align=&amp;quot;center&amp;quot;|O||width=2% align=&amp;quot;center&amp;quot;|Ò||width=2% align=&amp;quot;center&amp;quot;|Ó||width=2% align=&amp;quot;center&amp;quot;|P||width=2% align=&amp;quot;center&amp;quot;|Q||width=2% align=&amp;quot;center&amp;quot;|R||width=2% align=&amp;quot;center&amp;quot;|S||width=2% align=&amp;quot;center&amp;quot;|T||width=2% align=&amp;quot;center&amp;quot;|U||width=2% align=&amp;quot;center&amp;quot;|Ù||width=2% align=&amp;quot;center&amp;quot;|Ú||width=2% align=&amp;quot;center&amp;quot;|V||width=2% align=&amp;quot;center&amp;quot;|W||width=2% align=&amp;quot;center&amp;quot;|Y||width=2% align=&amp;quot;center&amp;quot;|Ÿ||width=2% align=&amp;quot;center&amp;quot;|Z&lt;br /&gt;
|- 	&lt;br /&gt;
|bgcolor=&amp;quot;#EFEFEF&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;34&amp;quot; | '''Minuscule forms''' (also called '''lowercase''' or '''small letters''')&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|a||align=&amp;quot;center&amp;quot;|b||align=&amp;quot;center&amp;quot;|c||align=&amp;quot;center&amp;quot;|ç||align=&amp;quot;center&amp;quot;|d||align=&amp;quot;center&amp;quot;|e||align=&amp;quot;center&amp;quot;|è||align=&amp;quot;center&amp;quot;|é||align=&amp;quot;center&amp;quot;|f||align=&amp;quot;center&amp;quot;|g||align=&amp;quot;center&amp;quot;|h||align=&amp;quot;center&amp;quot;|i||align=&amp;quot;center&amp;quot;|ì||align=&amp;quot;center&amp;quot;|í||align=&amp;quot;center&amp;quot;|k||align=&amp;quot;center&amp;quot;|l||align=&amp;quot;center&amp;quot;|m||align=&amp;quot;center&amp;quot;|n||align=&amp;quot;center&amp;quot;|o||align=&amp;quot;center&amp;quot;|ò||align=&amp;quot;center&amp;quot;|ó||align=&amp;quot;center&amp;quot;|p||align=&amp;quot;center&amp;quot;|q||align=&amp;quot;center&amp;quot;|r||align=&amp;quot;center&amp;quot;|s||align=&amp;quot;center&amp;quot;|t||align=&amp;quot;center&amp;quot;|u||align=&amp;quot;center&amp;quot;|ù||align=&amp;quot;center&amp;quot;|ú||align=&amp;quot;center&amp;quot;|v||align=&amp;quot;center&amp;quot;|w||align=&amp;quot;center&amp;quot;|y||align=&amp;quot;center&amp;quot;|ÿ||align=&amp;quot;center&amp;quot;|z&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of these 34 letters, 13 are vowels (A, E, È, É, I, Ì, Í, O, Ò, Ó, U, Ù, Ú); the 21 others are consonants.&lt;br /&gt;
&lt;br /&gt;
The letters J and X of the [[wikipedia:ISO basic Latin alphabet|ISO basic Latin alphabet]] do not occur in the Elvish alphabet.&lt;br /&gt;
&lt;br /&gt;
===Letter frequency===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! N !! Letter !! Frequency&lt;br /&gt;
|-&lt;br /&gt;
|1 || A || 16.26%&lt;br /&gt;
|-&lt;br /&gt;
|2 || B || 1.24%&lt;br /&gt;
|-&lt;br /&gt;
|3 || C || 3.92%&lt;br /&gt;
|-&lt;br /&gt;
|4 || Ç || 0.13%&lt;br /&gt;
|-&lt;br /&gt;
|5 || D || 1.43%&lt;br /&gt;
|-&lt;br /&gt;
|6 || E || 13.16%&lt;br /&gt;
|-&lt;br /&gt;
|7 || È || 0.54%&lt;br /&gt;
|-&lt;br /&gt;
|8 || É || 0.48%&lt;br /&gt;
|-&lt;br /&gt;
|9 || F || 3.42%&lt;br /&gt;
|-&lt;br /&gt;
|10 || G || 0.09%&lt;br /&gt;
|-&lt;br /&gt;
|11 || H || 4.30%&lt;br /&gt;
|-&lt;br /&gt;
|12 || I || 12.85%&lt;br /&gt;
|-&lt;br /&gt;
|13 || Ì || 0.55%&lt;br /&gt;
|-&lt;br /&gt;
|14 || Í || 0.59%&lt;br /&gt;
|-&lt;br /&gt;
|15 || K || 0.16%&lt;br /&gt;
|-&lt;br /&gt;
|16 || L || 5.02%&lt;br /&gt;
|-&lt;br /&gt;
|17 || M || 4.69%&lt;br /&gt;
|-&lt;br /&gt;
|18 || N || 4.86%&lt;br /&gt;
|-&lt;br /&gt;
|19 || O || 4.14%&lt;br /&gt;
|-&lt;br /&gt;
|20 || Ò || 0.24%&lt;br /&gt;
|-&lt;br /&gt;
|21 || Ó || 0.36%&lt;br /&gt;
|-&lt;br /&gt;
|22 || P || 1.05%&lt;br /&gt;
|-&lt;br /&gt;
|23 || Q || 0.45%&lt;br /&gt;
|-&lt;br /&gt;
|24 || R || 5.35%&lt;br /&gt;
|-&lt;br /&gt;
|25 || S || 1.42%&lt;br /&gt;
|-&lt;br /&gt;
|26 || T || 5.64%&lt;br /&gt;
|-&lt;br /&gt;
|27 || U || 2.21%&lt;br /&gt;
|-&lt;br /&gt;
|28 || Ù || 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|29 || Ú || 0.13%&lt;br /&gt;
|-&lt;br /&gt;
|30 || V || 1.50%&lt;br /&gt;
|-&lt;br /&gt;
|31 || W || 1.24%&lt;br /&gt;
|-&lt;br /&gt;
|32 || Y || 1.31%&lt;br /&gt;
|-&lt;br /&gt;
|33 || Ÿ || 0.99%&lt;br /&gt;
|-&lt;br /&gt;
|34 || Z || 0.17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphemics==&lt;br /&gt;
* [[wikipedia:digraph (orthography)|Digraphs]] ''th'' and ''qu''.&lt;br /&gt;
** ''h'' only occurs in the digraph ''th''.&lt;br /&gt;
** ''q'' only occurs in the digraph ''qu''.&lt;br /&gt;
* Only allowed consonant cluster ''sl''.&lt;br /&gt;
* Elvish has no [[wikipedia:diphthongs|diphthongs]].&lt;br /&gt;
* Possible [[wikipedia: syllable structure|syllable structure]] (C)(C)V&lt;br /&gt;
===Diacritic meaning===&lt;br /&gt;
The Elvish language has two diacritics ([[wikipedia:Grave accent|◌̀]] and [[wikipedia:Acute accent|◌́]]) used on four vowels (''e'', ''i'', ''o'', and ''u''). Its possible that this is just a simpler version of the Dwarven language's system, with just high and low pitch. It's also possible that the two diacritics represent short and overlong vowels, and no diacritic represents a long vowel.&lt;br /&gt;
&lt;br /&gt;
It's interesting that ''A'' stands out as the one vowel with no diacritics, while in Dwarven its the one with the most.&lt;br /&gt;
&lt;br /&gt;
==Vocabulary==&lt;br /&gt;
{{main|Template:Noun dictionary|l1=Noun dictionary|Template:Verb dictionary|l2=Verb dictionary|Template:Adjective dictionary|l3=Adjective dictionary|Template:Prefix dictionary|l4=Prefix dictionary}}&lt;br /&gt;
&lt;br /&gt;
The average word in the Elvish language is 4.993 letters long. The longest known words are ''thitathi'' (&amp;quot;admire&amp;quot;), ''thafatha'' (&amp;quot;battle&amp;quot;), ''riquethi'' (&amp;quot;chop&amp;quot;), ''lethathi'' (&amp;quot;glum&amp;quot;), ''thavetha'' (&amp;quot;mauve&amp;quot;), ''thethéfa'' (&amp;quot;meal&amp;quot; (paste)), ''cèthutha'' (&amp;quot;mine&amp;quot;), ''tithithi'' (&amp;quot;pepper&amp;quot;), ''quathari'' (&amp;quot;play&amp;quot; (perform)), ''thawathi'' (&amp;quot;post&amp;quot;), ''naquithe'' (&amp;quot;rabble&amp;quot;), ''thatheci'' (&amp;quot;rustic&amp;quot;), ''nethitha'' (&amp;quot;squid&amp;quot;), ''fithithe'' (&amp;quot;stretch&amp;quot;), ''thanetha'' (&amp;quot;ungodly&amp;quot;), and ''tholatho'' (&amp;quot;waste&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The average word has 2.556 syllables. Words either have two or three syllables.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Language}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tile&amp;diff=231673</id>
		<title>Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tile&amp;diff=231673"/>
		<updated>2017-07-02T01:09:02Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:38, 14 June 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tiles''' are the squares that form a map. They are ''approximately'' two meters long, two meters wide, and three meters high.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479 &amp;lt;nowiki&amp;gt;[1]&amp;lt;/nowiki&amp;gt;]&amp;lt;/sup&amp;gt; There are 48x48 tiles in a a 1x1 [[embark]]; this is also the scale of overland travel tiles in [[Adventure Mode]]. 16x16 region tiles, the maximum embark size, covers a world map tile. A single world map tile would contain 768x768, or 589824 local tiles (approx. 1536 meters across). As worlds can have between 17 and 257 world map tiles, a world in DF is between 26 and 400 kilometers across with a maximum area of ~155,829 square kilometers - slightly larger than England and Wales.&lt;br /&gt;
&lt;br /&gt;
A tile consists of two sections—a wall section and a floor section, shown in cross-section like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor Section&lt;br /&gt;
When digging and building this is important, since some designations and constructions will only be done in wall tiles and some others will only be done in floor tiles.&lt;br /&gt;
&lt;br /&gt;
==Stairs==&lt;br /&gt;
Building a [[stair]]way consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor&lt;br /&gt;
An up-down stair or building both up and down stairs in the same tile, works like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|               -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair    | Up/Down&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |                |  Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|                |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair -|&lt;br /&gt;
==Walls==&lt;br /&gt;
Both natural occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section:&lt;br /&gt;
                -|&lt;br /&gt;
                 |&lt;br /&gt;
                 |--&amp;gt; Open Space Wall&lt;br /&gt;
                 |&lt;br /&gt;
                 |&lt;br /&gt;
                -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall  &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
==Supports and Fortifications==&lt;br /&gt;
Unlike walls, [[support]]s span only one z-level, allow liquids and movement, and don't create a floor on top.&lt;br /&gt;
Constructed fortifications are basically the same but block movement as well. Note, however, that fully submerged (depth of 7/7) fortifications no longer block creature movement.&lt;br /&gt;
       ▒▒       -|                 |                                     -|                 |&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒        |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall   ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Fortification&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒       -|                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
[[Statue]]s block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc.). Statues do not block fluids.&lt;br /&gt;
 ▒▒▒▒▒░░░░▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▓░░▓▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░▓▓▓▓░░░▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Statue&lt;br /&gt;
 ▒░░▒░░▓▓░░▒░░▒  |                 |&lt;br /&gt;
 ▒▒▒▒░░▒▒░░▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░░▒▒░░░░▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
==Furniture==&lt;br /&gt;
===Doors and Windows===&lt;br /&gt;
[[Window]]s and [[door]]s both block fluids (doors only when closed).&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Door  ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Window&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░▒▒░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒░░░░░░░░░░░░▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
...&lt;br /&gt;
=Special Tiles=&lt;br /&gt;
There are some natural occurring special tiles, these can't be recreated{{verify}}:&lt;br /&gt;
==Murky Pool tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor                         ----&amp;gt; Open Space Floor (an Ice wall creates an Ice floor here)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with Water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----&amp;gt; Murky Pool ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
 &lt;br /&gt;
                                           w# = water level&lt;br /&gt;
&lt;br /&gt;
==River==&lt;br /&gt;
{{verify}} under construction...&lt;br /&gt;
&lt;br /&gt;
River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Brook tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook ''(or river source)'' floor section, the lower open space wall section can fill with rain water{{verify}} and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓  ▓▓  ▓▓ ----&amp;gt; Brook ''(freezing effects? {{verify}})''&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with [[flow]]ing{{verify}} water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓w1▓▓  ▓▓ ----&amp;gt; Brook / River Source ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
The brook tiles works like a floor grate, can be walked on, can be fished through, allows fluids and missiles through, etc...&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bot&lt;br /&gt;
| elvish  = çile&lt;br /&gt;
| goblin  = garspo&lt;br /&gt;
| human   = lir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles|*]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mocha2007&amp;diff=231609</id>
		<title>User talk:Mocha2007</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mocha2007&amp;diff=231609"/>
		<updated>2017-06-23T21:15:20Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Recent edits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recent edits ==&lt;br /&gt;
&lt;br /&gt;
Thanks for helping clean up the wiki! Are you using AWB or something similar? (That's fine, by the way.) One little thing to note - it looks like you changed [[40d:string dump]], which is a dump of all of the strings that appeared in the 40d executable (hopefully). The duplicate &amp;quot;the&amp;quot; should definitely be there, and while the typos are unfortunate, they should probably remain too. Anyway, nice work! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:13, 23 June 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I tried to refrain from editing pages that looked like that, but it looks like I missed one. Sorry about that! And yes, I was using AWB. [[User:Mocha2007|Mocha2007]] ([[User talk:Mocha2007|talk]]) 21:15, 23 June 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Axolotl_man&amp;diff=231604</id>
		<title>Axolotl man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Axolotl_man&amp;diff=231604"/>
		<updated>2017-06-23T20:53:27Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:53, 23 June 2017 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Axolotl men''' are humanoid versions of the common [[axolotl]] and a [[Creature|species]] of unremarkable [[animal people]], found in [[savage]] [[tropical]] [[lake]]s. They are a bit over half the size of [[dwarf|dwarves]] when adults and spawn in groups of 1 to 5 individuals. They should pose no threat to [[Dwarf|dwarves]] unless provoked.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, axolotl men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] axolotl men for their ''gills''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Anole_man&amp;diff=231603</id>
		<title>Anole man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Anole_man&amp;diff=231603"/>
		<updated>2017-06-23T20:52:53Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:52, 23 June 2017 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Anole men''' are humanoid versions of the common [[anole]] and a [[Creature|species]] of unremarkable [[animal people]], found in [[savage]] [[tropical]] [[forest]]s. They are a little over half the size of [[dwarf|dwarves]] when adults and spawn in groups of 1 to 5 individuals. They should pose no threat unless provoked. All anole men are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, anole men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] anole men for their ''dewlaps'' and their ''ability to change color''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Expanded_Plants/Plants&amp;diff=231602</id>
		<title>Modification:Expanded Plants/Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Expanded_Plants/Plants&amp;diff=231602"/>
		<updated>2017-06-23T20:50:10Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
This is a table of the real-life growths and growth seasons of plants found in Dwarf Fortress. It is a work in progress.&lt;br /&gt;
&lt;br /&gt;
The values in this table will be incorporated into the Plant Fixes mod. Please feel free to help with the research!&lt;br /&gt;
&lt;br /&gt;
A table of the biome distributions of these plants can be found [[Modification:Expanded_Plants/Biomes|here]].&lt;br /&gt;
&lt;br /&gt;
A table of the tick values for the different seasons can be found [[Modification:Expanded_Plants/Timing|here]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Abaca]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Abaca|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial Tree-like herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical w/ decent rain &amp;amp; high drainage&lt;br /&gt;
|-&lt;br /&gt;
| Pseudo-trunk Stem || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaf || Cloth fiber &amp;quot;Manila Hemp&amp;quot; || Every 3-8 months || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flower || None || No more than 1 month before leaves reappear || Red-orange || Shortly before leaves reappear&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Contains seeds || Sometime after leaves reappear || Almost-white brown || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Oil for soap only (oil not edible) || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Acacia]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Acacia|Scratchpad]]&lt;br /&gt;
&lt;br /&gt;
[http://www.fao.org/docrep/006/q2190e/Q2190E03.htm FAO factsheet]; using A. aneura because best data.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical &amp;amp; subtropical dryish but not desert; needs full sun&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Low-value wood; bark processed for brown dye || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Summer and winter; summer flowers are the ones that set seed || Yellow || 6 weeks or less&lt;br /&gt;
|-&lt;br /&gt;
| Seedpods || Edible cooked, contains seeds, brown dye || Mid-spring || Bright green, then white, pink, or tan || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 | &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Alder]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Alder|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Mid-value wood; orange dye from bark || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Spring || Green, then orange || Autumn&lt;br /&gt;
|-&lt;br /&gt;
| Male catkins || None || Before leaves || Yellow/pink || Spring&lt;br /&gt;
|-&lt;br /&gt;
| Female catkins || None || Before leaves || Brown || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Alfalfa]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Alfalfa|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Warm side of temperate; doesn't like salt; prefers direct sun.&lt;br /&gt;
|-&lt;br /&gt;
| Stem || Edible when young (create sprout growth?) || Year-round || Light green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early/mid spring || Light green || Mid/late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late spring || Magenta || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || Mid summer || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seed || Plantable, edible cooked || N/A || Light brown to yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Almond]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Almond|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Subtropical - warm, dry summers; mild, wet winters. Not too heavily forested.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Late spring || Green, then red|| November&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late February || White || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Whole almonds || Contains seeds || September || Light brown || November&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Apple]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Apple|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate; lightly wooded but not super forested.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Mid-spring || Green, then orange, then brown || Early winter&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Mid-spring || Pink, then white || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible, brewable || Mid-autumn || Red, yellow or green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || None || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Apricot]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Apricot|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Mid-temperate to subtropical. Prefers dryish climates.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Mid-spring || Green, then yellow || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Very early spring || White || Somewhat quickly&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible, brewable, contains seed || Mid-summer || Orange || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Pit/kernel || Edible, edible oil || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[Arrow Bamboo]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Arrow_bamboo|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Perennial shrub-like herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Mid-temperate; tolerates both shade and full sun&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | No usable or even interesting growths; going to leave it an unremarkable grass. (Too thin for timber.) However, it grows up to 18 ft tall; might make it a shrub? Stupid pandas and their needing bamboo to be a grass.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Artichoke]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Artichoke|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Perennial Herb &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Subtropical to warm-temperate. Reasonable water &amp;amp; drainage.&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Year-round || Light green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Mid-Spring || Light green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Bud w/ Heart || Edible/Brewable || Early summer || Light green || 2 weeks later&lt;br /&gt;
|-&lt;br /&gt;
| Flower || None || Immediate upon bud disappearance || Bright purple || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || Sometime after flower disappearance || Brown || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Planting || N/A || ?? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Ash_tree|Ash]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Ash_tree|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Broadleaf deciduous tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, OK with forests; salt-tolerant, can do swamps&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Mid-quality wood; blue dye from bark || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Late spring || Green, then yellow orange or red || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (male &amp;amp; female panicles) || None || Mid-spring || Purple || &lt;br /&gt;
|-&lt;br /&gt;
| Samaras || None || Summer || Green then brown, falls off in cloud || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Winter buds || None || Mid-winter || Brown || When leaves appear&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Asparagus]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Asparagus|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Happy with saltwater; subtropical to moderately temperate.&lt;br /&gt;
|-&lt;br /&gt;
| Woody stem || None || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| New shoots || Edible || Late spring || light green || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Leaves &amp;quot;ferns&amp;quot; || None || Early summer || Green, then yellow in fall &amp;amp; brown in winter || Late winter&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || June || White or yellow || July&lt;br /&gt;
|-&lt;br /&gt;
| Berries || Contains seeds, poisonous || Green in mid-July; ripe in early October || Red || Novembery?&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Avocado]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Avocado|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical to subtropical rainforests&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None? || January || Light green || February&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible (raw), edible oil || June || Green || October&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| [[Baby Toes Succulent]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Baby_toes_succulent|Scratchpad]]&lt;br /&gt;
|| Perennial Succulent (herb?) || Very hot desert || Flowers || None || Late summer || White or yellow || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 | &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Bambara Groundnut]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Bambara_groundnut|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Semi-arid tropical to subtropical savannah&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Year-round || Green? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 40 days after planting || purple or yellow?|| 60 days after planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedpods || Contain seeds || Every 85 days, starting at pollination || Brown || 30 days after appearance&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible, plantable. Oil? || N/A || Light brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Banana]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Banana|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial tree-like herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical, medium to wet forest&lt;br /&gt;
|-&lt;br /&gt;
| Pseudostem || None || A new one every 6-8 months || Green || Shortly after fruiting&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Fiber for thread || New leaves with every pseudostem || Green || Shortly after fruiting&lt;br /&gt;
|-&lt;br /&gt;
| Inflorescence (1/plant, at the &amp;quot;tip&amp;quot; of the bunch.) || Edible || No more than 2 months after pseudostem matures || Dark red || When the fruit falls&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (grow on the inflorescence) || None || Shortly after development of inflorescence || Pale pink || Appear in stages from base to tip; so about 2 months after appearing?&lt;br /&gt;
|-&lt;br /&gt;
| Fruit (grow along the inflorescence, from the &amp;quot;base&amp;quot; of it, where the early flowers were) || Edible, brewable || 4 months after flowering|| Yellow or green || About 2 months after the first ripen (they ripen gradually from the base of the inflorescence to the tip)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Barley]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Barley|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate to subtropical forest/grassland&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || 15 days after leaves emerge || Green, then brown || 90 days after leaves emerge&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring || Green, then brown || 90 days after leaves emerge&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || 50 days after leaves emerge|| Green, then brown || 90 days after leaves emerge&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible, brewable, millable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Bayberry]] Bush '''does not exist!''' I collected the info for the wrong plant and just didn't want to lose all the data I gathered. The Bayberry in DF is the tree listed below.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial Shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate marshes or other wet-to-medium. Saltwater OK.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || None || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring || Green || Late autumn (some are evergreen)&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Mid-Spring || Yellow || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Berries || Press for inedible oil &amp;amp; wax; contains seeds || Mid-summer || Light green, ripening to gray-light blue in autumn|| Mid-winter&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Bayberry]] Tree (Chinese Bayberry)&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Bayberry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate to subtropical, well-drained, light tree cover at most.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Low-quality wood; yellow dye from bark || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || ?? || Tiny, forget them || ??&lt;br /&gt;
|-&lt;br /&gt;
| Berries || Edible, brewable || June || Red || Not long - go bad quickly&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Beet]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Beet|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Biennial Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, moderately wet, grassland to lightly forested&lt;br /&gt;
|-&lt;br /&gt;
| Root || Edible, dye || Year-round || Dark magenta-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked|| Late spring || Green || Mid autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Mid-summer || Green || Mid-summer&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contain seeds || Late summer || Brown || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seed || Plantable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Bentgrass]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Bentgrass|Scratchpad]]&lt;br /&gt;
|| Perennial Herb || Anywhere || colspan=5 | Boring. No indication of edible seeds, flowers are small &amp;amp; green &amp;amp; look like a seedhead. Just leave it, whatevs.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Bilberry]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Bilberry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate &amp;amp; subarctic with poor soil. Forests-shrubland.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || None || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Spring || Green, then red || Fall&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Mid-spring || Light red || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Berries || Edible, brewable, contains seeds || Late summer || Dark purple || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Dark red || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Birch]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Birch|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate to boreal, any thickness veg&lt;br /&gt;
|-&lt;br /&gt;
| Wood || High quality wood || Year-round || Cream to tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Mid spring|| Light green, then orange || Mid autumn&lt;br /&gt;
|-&lt;br /&gt;
| Male catkins || None || Mid autumn || Yellow || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Female catkins || None || Early spring || Brown || Early Autumn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Bitter melon]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Bitter_melon|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Herbaceous vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical &amp;amp; subtropical forests&lt;br /&gt;
|-&lt;br /&gt;
| Vine || None || Year-round || Green, then brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible when young || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || June || Yellow || July&lt;br /&gt;
|-&lt;br /&gt;
| Melons || Edible, contains plantable seeds; incidentally, used in place of hops in brewing! || September || Green, then yellow-orange (not edible when yellow-orange - overripe, too bitter) || November&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Bitter orange]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Bitter_orange|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tree, arguably shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Subtropical to mildly temperate. Needs full sun.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || January || Green, then orange || ??&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late spring || White || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible cooked, source of orange marmalade, orange oil - good with sugar || December ripening || Green, then orange || February&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Bitter vetch]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Bitter_vetch|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual? herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Sub-tropical dryish (Turkey, Iraq etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Stem/Structural || None || ?? little info remains || Green || ??&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || ?? || Green, look like honey locust || ??&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || ?? || White to light purple || ??&lt;br /&gt;
|-&lt;br /&gt;
| Pods || Contains seeds || ?? || Brown || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible COOKED ONLY, causes paralysis if undercooked || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Blackberry]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Blackberry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate; tolerates poor soil; best in bright sun; not too wet&lt;br /&gt;
|-&lt;br /&gt;
| Canes (structural) || None || Year-round || Wood || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring || Green, then red-purple in autumn || Late autumn?&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || May || White || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Berries || Edible, brewable, contains seeds; when eaten raw should not produce seeds || Late summer || Red when unripe, then black || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked, plantable || N/A || Purple || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Blood amaranth]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Blood_amaranth|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate to tropical, wet or dry. Requires direct sun, does not compete well against other plants.&lt;br /&gt;
|-&lt;br /&gt;
| Stem || Edible when young || Mid spring || Green tinged with magenta || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible, harvestable every 20 days or so - super crazy || Mid spring || Magenta tinged green || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Hopi Red dye? May not be appropriate for fabric, was mostly used on pottery &amp;amp; as food coloring. || Late spring (70 days after planting) || Magenta-purple || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Seedheads || Contain seeds || Mid summer (110 days after planting) || Also magenta-purple! || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, plantable || N/A || Black for wild, white for domesticated || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue sedge]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Blue_sedge|Scratchpad]]&lt;br /&gt;
|| Perennial? herb || Drought-tolerant, sun to part-shade, temperate to subtropical. Tolerates salt. || colspan=5 | Pretty boring. Blue-green, but otherwise basic ground cover.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Blueberry]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Blueberry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial Shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tundra to mild temperate, swampy to scrubby. Can deal with some woodland, but not downright forest. Will grow on mountains, Toady. :&amp;lt;&lt;br /&gt;
|-&lt;br /&gt;
| Structural || None || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Middle spring || Green, then red || Early-mid autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None? || Mid spring || White || Late spring/early summer&lt;br /&gt;
|-&lt;br /&gt;
| Berries || Edible, contain plantable seeds. NOT dye, blueberry stain does not hold to fabric. || Early summer || Green, then red, then (when ripe) dark blue || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable. Should not be produced when eating the berry raw. || N/A || Purpley red || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Broad bean]] (fava bean)&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Broad_bean|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Herb, annual but doesn't die off except due to weather?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate to cold. Can handle a little wet but not too much, no dryness, some salt. Will not fruit above 70F or below 40F. Possibly divide into two plants - one a winter bean in warmer areas, one a summer bean in colder? Sharing each other's materials?&lt;br /&gt;
|-&lt;br /&gt;
| Structural || None || Extremely early spring || Green || Hang around until killed - can we accomplish this with heatdamage &amp;amp; colddamage points on the structural material?&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw, but this will reduce bean crop obvs. || Extremely early spring || Green || Hang around until killed&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Edible raw || ?? || White || 2-6 weeks later (depending on heat - hotter is longer)&lt;br /&gt;
|-&lt;br /&gt;
| Pods || Contain seeds || 80-100 days after planting || Green || Not long after? Beans are best when younger, and can only be eaten raw when harvested young - but can still be picked afterwards. A few different growths?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked, plantable || N/A || Green, then white, then black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Buckwheat]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Buckwheat|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Short-season crop, needs drainage but not dry. Mid-temperate to cold-temperate. No higher than 90F after the first 4 weeks, then no frost until the full 12 weeks are over.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || Early spring, Mid summer || Green || Dies in cold or when picked&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring, Mid summer || Green || Dies in cold or when picked&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 6 weeks after sowing || White || 2-3 weeks&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || 10-12 weeks after planting || Black || Mid autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, brewable || N/A || Brown || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Cabbage]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cabbage|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Bienniel herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Temperate, not too shaded&lt;br /&gt;
|-&lt;br /&gt;
| Head || Edible with its leaves || Mid-spring, early autumn || Green || Late spring/Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Early summer || Green || Until plant dies (in DF, probably until heads come up again)&lt;br /&gt;
|-&lt;br /&gt;
| Leaves (opened, on stalk, not head) || None || Early summer (of the second year, but this is DF) || Green || Until plant dies&lt;br /&gt;
|-&lt;br /&gt;
| Raceme/flowers || None? || Slightly later than the stem || Yellow || ?? Shortly after presumably&lt;br /&gt;
|-&lt;br /&gt;
| Seed pods || Contains plantable seeds || a month after the flowers end? || Light brown || Only a few days!&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Chestnut brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Cacao tree]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cacao_tree|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical forests&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Year-round || ivory/pale yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Cacao pod || Contains seeds || Year-round, with a 5-6 month ripening period || Green then orange || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Cacao beans || Edible cooked, ground to cacao paste, pressed to cacao butter (soap possible also) and cacao powder || N/A || Chocolate-colored! || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Candlenut]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Candlenut|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropics with decent rain and good drainage. Slightly salt-tolerant.&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || January || White || March&lt;br /&gt;
|-&lt;br /&gt;
| Nuts || Contains seed || September || Green, gray when ripe || December&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible; millable; pressable for oil || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Caper]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Caper|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Perennial shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tropical or subtropical deserts&lt;br /&gt;
|-&lt;br /&gt;
| Structural || None || Year-round || Purple || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked || Year-round? || Green? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Buds || Edible cooked || May || Green || August&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Slightly later May || White || August&lt;br /&gt;
|-&lt;br /&gt;
| Berries || Edible cooked, contains seeds || June || Green-brown || September&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, obvs || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Carambola]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Carambola|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical (forests?)&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood || Year-round || Birch-like (under the bark), with a little pink? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Year-round || Lavender/pink || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fruits (Starfruit) || Edible, brewable || Year-round || Green when unripe, then yellow || 3 crops/year&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpetgrass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Carpetgrass|Scratchpad]]&lt;br /&gt;
|| Perennial herb || Tropical &amp;amp; subtropical wet - tolerates periodic submersion &amp;amp; deep shade || colspan=5 | Nothing interesting - green leaves, no interesting flowers or fruits.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Cashew]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cashew|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tropical woodlands; leaves spread wide, so not thick forests. Both drought and wet tolerant.&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Winter || Light green, then pink-red || Later in that winter&lt;br /&gt;
|-&lt;br /&gt;
| Fruit w/ nut || Edible, brewable into urrac, attached to NUT, not seed || A few months after flowering || Green nut, then green fruit, then red-orange when ripe || Drop after a few weeks? No gathering from ground, they sprout.&lt;br /&gt;
|- &lt;br /&gt;
| Nut || Contains one seed, but seed is surrounded by a caustic chemical! Might make for some FUN in processing - chance to produce blister-liquid in workshop? || N/A || Darker brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Seed || Edible raw or cooked, nut butter, oil || N/A || Light brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Cassava]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cassava|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Shrub &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tropical &amp;amp; subtropical. Both wet- and dry-tolerant (but not desert).&lt;br /&gt;
|-&lt;br /&gt;
| Structural || None || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked, with same syndromes as root (Note to self: test out if ingested syndromes via cooking is possible) || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Root/tuber || Edible cooked (chance of cyanide poisoning. Let's leave out acute poisoning but give a chance for the effects of chronic exposure via layered syndromes. A few layers in you get: temporary blurred vision, permanent liver, kidney, pancreas &amp;amp; motor nerve damage, esp. to legs. Progressively worse motor nerve damage if it's still eaten, eventually blisters on brain &amp;amp; organ shutdown.), brewable, grindable to flour (we'll say flour is non-toxic since though toxic flour is possible, best practices REQUIRE making it into flour) || Year-round || Light brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || July || Bright pink || January&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Contains plantable seeds || 70-90 days after pollination || Light green &amp;amp; Brown || 70-90 days after the last flowers disappear I guess?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Cattail]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cattail|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Perennial herb (Currently implemented as a grass; should probably be a shrub. Honestly should probably just replace rope reed 1 for 1.)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Native to temperate-to-tropical freshwater wetlands, but will grow almost anywhere near fresh or brackish water.&lt;br /&gt;
|-&lt;br /&gt;
| Rhizome (starchy roots) || Edible cooked, flour || Year-round; usually harvested late autumn to early spring || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Edible heart &amp;quot;Cossack asparagus&amp;quot; early spring thru mid summer. Jute-like fiber fabric. || Early spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || May || Sort of a brownish yellow || July&lt;br /&gt;
|-&lt;br /&gt;
| Punks || Kapok-like seed fluff, possibly spinnable to thread? Contains seeds. || Starts at same time as flower, harvestable in early autumn || Brown, then white midway thru harvest || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seed || Plantable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Cedar]] - going with genus ''Cedrus''&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cedar|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Evergreen conifer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Mountains. This may be a problem? Maybe call it hills?&lt;br /&gt;
|-&lt;br /&gt;
| Wood || High-value wood || Year-round || Brown, inside is lighter brown/yellow/pink/orange? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Needles || None || Year-round || Bluish green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pollen cones || None || Late summer || Small and orange || Mid autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seed cones || None || Year-round, beginning small and green in late autumn, then ripening in the next early/mid-autumn || Green, then gray-brown || Late autumn/Early winter&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Celery]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Celery|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Biennial herb &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, partial to full shade, requires a lot of water. Low drainage good! Freshwater bogs.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Not actually eaten in wild varieties || Mid spring || Light green || Dies back in early winter&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible || Mid spring || Dark green || Dies back in early winter&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early spring || White || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Seed head? || Contains seeds || August || Brown || Septemberish&lt;br /&gt;
|-&lt;br /&gt;
| Seed || High value edible, plantable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Cherry]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cherry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Deciduous broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, any amount of shade or not&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Late spring || Green, then red || Mid? autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None? || Mid-spring || Pink-white || End of mid-spring&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible, brewable || Early summer || Dark red || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || None || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Chestnut]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Chestnut|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Deciduous broadleaf tree, but does exceptionally well in pine forests apparently&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Temperate w/ good drainage but moisture&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early-mid spring || Green, then bright yellow || Sometime in the autumn? Specifics hard to find&lt;br /&gt;
|-&lt;br /&gt;
| Male catkins || None || Late spring, 2 months after leaves || Pale yellow || Mid summer&lt;br /&gt;
|-&lt;br /&gt;
| Female catkins || None || Late spring, 2 months after leaves || Green || Mid summer&lt;br /&gt;
|-&lt;br /&gt;
| Burrs || Contain edible nuts || Appear when female catkins leave, ripen 10-12 weeks later || Green || just 2 weeks after ripening!&lt;br /&gt;
|-&lt;br /&gt;
| Nut || Edible, pressable || N/A || Chestnut || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Chickpea]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Chickpea|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Full sun to partial shade; Dryish subtropical scrub&lt;br /&gt;
|-&lt;br /&gt;
| Structural - non-woody but called branches || None || Mid-late autumn || Green || Until it gets scorching (early summer?)&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Mid-late autumn || Green || Until it gets scorching (early summer?)&lt;br /&gt;
|-&lt;br /&gt;
| Flowers? || None || 50-60 days after planting || Light purple/white || Shortly before the plant dies off from heat&lt;br /&gt;
|-&lt;br /&gt;
| Pods || Contains seeds || Ripe 100 days after planting || Green/bright light green || Until it gets scorching (early summer?)&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked, flour || N/A || White/tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Chicory]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Chicory|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Perennial herb w/ woody stem&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Temperate, cold-hardy, drought-tolerant, needs sun&lt;br /&gt;
|-&lt;br /&gt;
| Stems || Good forage || Year-round || Dark green-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || April || Green || October&lt;br /&gt;
|-&lt;br /&gt;
| Root || Edible cooked, esp. ground || Year-round || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None? Folk medicine. || June || Baby blue || September&lt;br /&gt;
|-&lt;br /&gt;
| Seed pod || Contains seeds || July || Green, then brown || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Citron]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Citron|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Broadleaf evergreen tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropics&lt;br /&gt;
|-&lt;br /&gt;
| Trunk, branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Continuously, &amp;quot;several&amp;quot; times throughout the year || Purple for sour, light yellow for sweet || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible-cooked (esp. in sweetened preserves) albedo (inner rind), which takes up most of the volume. Valuable (inedible?) oil for perfumes, could make valuable soap. || Year-round, producing several crops/year. Can remain on the tree for months, so may have a new crop of unripe citron while the ripe ones are still present. || Purple when very small, then green, then yellow when ripe. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Cloudberry]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cloudberry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial (rhizomatous) evergreen herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Cold-hardy, but weak to salt &amp;amp; dry. Mountains, tundra, boreal forest. May also grow in temperate marshes.&lt;br /&gt;
|-&lt;br /&gt;
| Stems || None || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Can be brewed into tea || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late spring || White || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible, brewable, high-value preserves || Mid-late summer || White when new, red when unripe, orange when ripe || 3 weeks later&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Has not been successfully cultivated! || N/A || Yellow-orange || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | [[Coconut palm]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Coconut_palm|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Tropical wetlands (direct sun, high humidity, sand and salinity ok)&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Apical buds || Heart of palm (edible, high value, kills plant) || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Sap from incising flower clusters ferments to palm wine || Year-round || ivory/pale yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coconut (drupe) || Edible, seed, coconut milk extract (cookable), pressed for coconut oil (cookable, soap) and coconut meal (cookable), includes coir and shell || Six years after germination, year-round, with a 12-month ripening period || Green then brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coir || Fiber, spun to thread, coarse, salt-water resistant || N/A || white (young), brown (mature) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Shell || Crafts, charcoal || N/A || brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Coffee]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Coffee|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree (9-12m) &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical forests (partial sun)&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Tea || Year-round || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Year-round || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Cherry || Edible, contains seeds (beans) || Three years after germination, year-round, with a 9-month ripening period || Green, then yellow, then, light red, then deep red || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coffee beans || Seed, roasted and brewed for drink || N/A || white (unroasted) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Common reed]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Common_reed|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate &amp;amp; tropical wetlands; tolerates brackish water&lt;br /&gt;
|-&lt;br /&gt;
| Stems || Edible when young, but let's say nah for implementation reasons || Year-round || Green in spring &amp;amp; summer; brown in autumn &amp;amp; winter&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Spring || Green in spring &amp;amp; summer; brown in autumn || Winter&lt;br /&gt;
|-&lt;br /&gt;
| Flower panicle || None || Late summer || Dark purple || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seed panicle || Contains seeds || Transitions directly from flowers || Dark gray, then gray, then white-yellow when ripe, then brown || Early-mid winter&lt;br /&gt;
|-&lt;br /&gt;
| Seed(s) || Edible cooked &amp;amp; flour, plantable, probably brewable if you cared to try || N/A || Light brown w/ dandelion fuzz || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Cotton]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cotton|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial shrub (usually grown as annual)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Subtropical/mild-temperate, lots of sun, moderate to high rainfall. Slightly drought &amp;amp; salt-tolerant.&lt;br /&gt;
|-&lt;br /&gt;
| Stems || None || Planted anywhere between Feb &amp;amp; June || Green || Year-round; or until first frost&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || 2-4 weeks after planting || Green || Year-round&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 8-10 weeks after planting || Yellow w/ purple centers || 10 weeks after planting&lt;br /&gt;
|-&lt;br /&gt;
| Harvestable bolls || Thread, contain seeds || 20-25 weeks after planting || White fuzzy balls || January&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, pressed to oil. Post-pressing leftovers are not edible by animals w/ only 1 stomach. || N/A || Dark brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Cottongrass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cottongrass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial rhizomatous herb (sedge)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate to arctic bogs &amp;amp; open wetlands. Needs sun &amp;amp; moisture.&lt;br /&gt;
|-&lt;br /&gt;
| Stem || Edible raw or cooked, forage || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked (probably just lump in with the stem tho) || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || May || Brown || June&lt;br /&gt;
|-&lt;br /&gt;
| Tufts || Stuffing (a la pillows, not turkey); contains seeds, but not easily farmable || June || White &amp;amp; fluffy || September&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Cowpea]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cowpea|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual? herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical/subtropical dryish places, even in sand&lt;br /&gt;
|-&lt;br /&gt;
| Stems/stalks || None || Throughout the warm season; starting March-May? || Green || September-October?&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || March-May? || Green || September-October?&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 60 days after &amp;quot;planting&amp;quot; || Purple || 90 days after &amp;quot;planting&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bean pods || Contains seeds || Every 4 months in season || Green, then yellow when ready, then white/tan as they dry out || Hangs out for a while; maybe a couple months?&lt;br /&gt;
|-&lt;br /&gt;
| Beans || Plantable, edible cooked || N/A || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Cranberry]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cranberry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate wetlands. Salt-tolerant.&lt;br /&gt;
|-&lt;br /&gt;
| Vine || None || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || June || Pink || July&lt;br /&gt;
|-&lt;br /&gt;
| Berries || Edible raw or cooked; brewable || September || Dark red || end of October&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, edible cooked, seed pressed to edible oil || N/A || Dark red-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Cucumber]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Cucumber|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropics with full sun &amp;amp; well-drained but moist/high-quality soil.&lt;br /&gt;
|-&lt;br /&gt;
| Vine || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Year-round, refreshing every 50-70 days || Bright yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Cucumbers || Edible raw or cooked, contains seeds || Year-round, refreshing every 50-70 days || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible, pressable for oil, plantable || N/A || Light tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Custard-apple]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Custard-apple|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Deciduous? tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical moist but not flooded; can tolerate drought. Full sun, wind breaks; not salt tolerant&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || March || Green || November-December&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || March || Light green || May&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked, contains seeds, brewable || August || Green || November&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Dallisgrass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Dallisgrass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical/subtropical, moist-tolerant, drought/desert-tolerant, some salt tolerance, full light to full shade&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Forage || Year-round; planting starts at same time as rice || Green? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Forage || Year-round || Light green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Year-round || Dark gray-purple? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Seedheads || &amp;quot;Varagu&amp;quot; or &amp;quot;Kodo&amp;quot; or &amp;quot;Kodo millet&amp;quot; - contains seeds || Year-round, 2 crops/year || Dark gray-purple, then white-tan when ripe/dry || N/A &lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, edible cooked, flour, probably brewable || N/A || tan; or dark gray-purple || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=9 | [[Date palm]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Date_palm|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tropical dry (direct sun, low humidity)&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood (low value) || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Apical buds || Heart of palm (edible, high value, kills plant) || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Male and female trees, Edible, Sap from incising flower clusters ferments to palm wine || Spring || white/light yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Date (fruit) || Female trees, Edible, contains seed, process to barrel for date syrup (cookable) || Four years after germination, Autumn || Green (kimri), bright red (khalal), dark red (rutab), black (tamar) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Date seed || Pressed for oil (cookable, soap) || N/A || brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Desert lime]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Desert_lime|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Small tree/shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical (dry, tolerates salinity and mild freezing)&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood (low value) || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round (shed during drought/dormancy) || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Spring || white || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Desert lime (fruit) || Edible, rarely contains viable seed || Eight years after germination, Summer || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Desert lime seed || None || N/A || brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Dog's tooth grass]] || Perennial grass || Tropics, full sun, drought-tolerant, extremely salt-tolerant, wet tolerant also || Grass || None (Forage) || Year-round || Green, brown in winter || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Dropseed grass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Dropseed_grass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate to tropical, extremely drought and salt-tolerant, wet tolerant also&lt;br /&gt;
|-&lt;br /&gt;
| Stems/leaves || None (forage) || Year-round || Green, &amp;quot;golden-rust&amp;quot; in late autumn-winter || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || July || Rust-tan || Mid-September&lt;br /&gt;
|-&lt;br /&gt;
| Seedheads || Contains seeds || Octoberish? || Light tan || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked (gross low-value), flour (decent value), probably brewable (probably gross), plantable || N/A || Light tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Durian]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Durian|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropics with lots of rain &amp;amp; good drainage.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Edible, but for balance we'll say not || February, then July || White || April, then September&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked, brewable, contain seeds || June, then December || Green &amp;amp; brown &amp;amp; spiky || August, then January&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked; sometimes candied || N/A || Chestnut || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Eggplant]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Eggplant|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Grows wild only in the tropics. Drought-tolerant, crowding is bad, partial shade at most&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early winter || Light purple || Early spring&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked || Mid-summer || White or (heh) eggplant || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Tan, almost orange || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Elephant-head amaranth]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Elephant-head_amaranth|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual? herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Likes heat, full sun, and not-desert. May separate out into temperate &amp;amp; tropical varieties, because life cycle is short enough to be a viable summer plant in the temperate zones. &lt;br /&gt;
|-&lt;br /&gt;
| Stem/stalk || None || Year-round, or mid-late spring || Green || N/A, or late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw/cooked || Year-round, or mid-late spring || Green and red || N/A, or late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flower heads || None || Year-round (really!), or mid-summer || Dark blood red on a 7-ft &amp;quot;middle finger&amp;quot; stalk || N/A, or late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seed heads || Contains seeds || Year-round, or mid-autumn; 2-3 crops per year in the tropics probably? || Brown || N/A, or late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, probably could brew || N/A || Black || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| [[Fescue grass]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Fescue_grass|Scratchpad]] &lt;br /&gt;
|| Perennial grass || Bunch of climates, including desert, wetlands, salt-tolerant, alpine, arctic; temperate &amp;amp; tropical; some woodlands; tolerates shade &amp;amp; sun || colspan=5 | Boring, standard grass&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Field sedge]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Field_sedge|Scratchpad]]&lt;br /&gt;
|| Perennial? grass || Temperate wetlands &amp;amp; seasonally-wet lands || colspan=5 | Boring, standard grass&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Finger lime]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Finger_lime|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical rainforests (understory plant) - NO FULL SUN&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || February || White || April&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked; marmalade || August || Green or brown or purple - can look like dog poop || late December&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Finger millet]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Finger_millet|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropics, medium rain, good drainage.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || Year-round || Light green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 55 days after &amp;quot;planting&amp;quot; || Green || 80 days after &amp;quot;planting&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || 100 days after &amp;quot;planting&amp;quot; || Brown and looks like a gnarled hand || 130 days after &amp;quot;planting&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, plantable, mill to flour, brewable (even irl) || N/A || Red-orange || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Flax]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Flax|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, full sun, cool season. Best in well-drained soil but can do wetlands too.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Thread || Early spring || Green || Sticks around til autumn. Stalk gives best thread if picked at 14-16 weeks; multiple versions of this growth, with different thread?&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || As stalk || Green || As stalk&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 10-12 weeks || Dark sky-blue || 3-4 weeks later&lt;br /&gt;
|-&lt;br /&gt;
| Seed pods || Contains seeds || 17 weeks || Brown || 20ish weeks?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, high-value oil, flour || N/A || Brown or golden || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Fonio]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Fonio|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical semi-arid&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || None (forage) || Year-round? || Green, then golden brown when ripe || N/A?&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 6 weeks after planting || Green w/ hint of purple || 8 weeks after planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || 10 weeks after planting || Golden brown || 18 weeks after planting&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, brewable (irl) || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Foxtail millet]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Foxtail_millet|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate dryish (but not desert?)&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || None || Late spring || Green || Early autumn?&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 60 days after &amp;quot;planting&amp;quot; || Red-brown (&amp;quot;foxtail&amp;quot;) || 16 days later&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || 90 days after &amp;quot;planting&amp;quot; || Green-brown || 120 days?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, brewable, flour || N/A || Beige-tan || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Garden Cress]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Garden_cress|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual? herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate, damp, prefers shade&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || Edible, but only when young/before blooming || Early spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || June || White || August&lt;br /&gt;
|-&lt;br /&gt;
| Seed pod || Contains seeds; edible raw or cooked || August? || Green, then light gray when ripe || September/October?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, edible, pressable for oil || N/A || Red || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Garlic]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Garlic|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate to subtropical; bulb needs to be buried deep enough to not freeze. Most soil qualities; full sun.&lt;br /&gt;
|-&lt;br /&gt;
| Bulb || Edible cooked; irl, is often broken into cloves &amp;amp; replanted, instead of seeds || Year-round, but underground. || Cream-tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring || Green-onion green || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Scapes (flower stalks) || Edible raw or cooked (when young) || Early summer; picking should prevent flowering &amp;amp; increase bulb quality, but limitations || Green-onion green || Mid-summer, supplanted by full-on spathe&lt;br /&gt;
|-&lt;br /&gt;
| Spathe (like a flower/seed head, except they're tiny bulbs!) || Edible raw or cooked || Mid-summer || Lavender-tan || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Bulbil (seed, except the &amp;quot;seed&amp;quot; is a tiny bulb) || Edible raw or cooked; plantable || N/A || Tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Ginkgo]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Ginkgo|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Deciduous tree(?)/woody seed-fern&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Shade-intolerant; temperate; prefers well-watered, well-drained, but ''can'' grow in most soils. Particularly likes streambanks because sun.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Mid-value wood || Year-round || Brown as a tree; golden-brown as logs || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring || Light green, then yellow in mid-late autumn || Early winter&lt;br /&gt;
|-&lt;br /&gt;
| Pollen cones || None || Early spring || Yellow-green || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Ovules/Fruit || Contains edible seeds || Tiny ovules in early spring; small fruits starting late spring; ripen to full fruit in late autumn || Green, then yellow-orange when ripe || Early winter&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked, but contain a toxin that can cause seizures, esp. in children. A delicacy tho I guess? || N/A || Jade green (inside gray shell) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Golden bamboo]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Golden_bamboo|Scratchpad]]&lt;br /&gt;
|| Evergreen bamboo. || Temperate; shade no more than lightly-wooded; moist but well-drained, but can tolerate drought || colspan=5 | Goes yellow in sunlight&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Grama]] || Perennial grass || Temperate &amp;amp; tropical prairie grass. Drought-hardy. || colspan=5 | Boring standard-issue grass.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Grape]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Grape|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate to subtropical. Needs sun, no wetlands, not too dry.&lt;br /&gt;
|-&lt;br /&gt;
| Stem/stalk/vine || None || Year-round || Green when young, then brown (turns around august) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked || April || Green, then yellow in autumn || Mid-autumn?&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || May || Yellow || June&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked, contain plantable seeds, brewable (high-value), jams &amp;amp; preserves || Late summer ripening; if counting unripe berries, late May || Dark red or yellow/green or yellow/pink || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked; plantable; pressable for mid-value oil. || N/A || Red-beige || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Guava]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Guava|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical &amp;amp; subtropical; no salt; dryish to moist, occasional waterlogging but no full-on wetland&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Low-quality? wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Tisanes || Year-round || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None? || Year-round, but particularly in mid-spring || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked, brewable, high-value preserves, contains seeds || Year-round, starting 90-150 days after flower fertilization; so let's say 3 renewals/year || Red-orange || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, pressable to mid-value oil || N/A || Beige || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
|[[Hair grass]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Hair_grass|Scratchpad]] &lt;br /&gt;
|| Perennial? grass || Everywhere! || colspan=5 | Boring-grass grass.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Hard wheat]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Hard_wheat|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate, moderately dry&lt;br /&gt;
|-&lt;br /&gt;
| Stalk/leaves || None || Mid spring || Green, then brown || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early summer || Green? || Mid summer&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || Early autumn ripening || Green, golden-brown when ripe || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, mills to semolina (NOT flour), brewable, plantable. Particularly good for pasta. || N/A || Tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Hazel]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Hazel|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Deciduous tree/bush?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Temperate, well-drained soil, full sun&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Mid-spring || Green, then orange || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Male flowers/catkins || None, also causes allergies || Late winter || Yellow || Mid spring&lt;br /&gt;
|-&lt;br /&gt;
| Female flowers || None || Early-mid spring || Red &amp;amp; small || Mid spring&lt;br /&gt;
|-&lt;br /&gt;
| Nuts || Contain kernels || Early-mid autumn || Brown when ripe || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Kernels || Edible raw or cooked, ground to butter, pressed for oil, candied to praline || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Hedge bamboo]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Hedge_bamboo|Scratchpad]] &lt;br /&gt;
|| Evergreen perennial rhizomatous tree-like grass || Cold-hardy for a bamboo. Well-drained, lightly-wooded to full sun. || colspan=5 | It's a bamboo. It needs to stay a grass even though it's more like a shrub.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Hemp]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Hemp|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Annual? herb.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tropical, humid. Sun is good but shade is fine too. Not too boggy.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Fiber || Mid-spring || Green || Fiber is ready in 3-4 months. Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Mid-spring || Green || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early summer || White || Mid-summer&lt;br /&gt;
|-&lt;br /&gt;
| Bud || Edible raw or cooked; potent drug || Mid-summer (is unfertilized flower) || Green || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds; edible raw or cooked|| Late summer || Green-brown || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked, pressable to oil, ground to flour || N/A || Beige || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 | &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Horned melon]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Horned_melon|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical semiarid&lt;br /&gt;
|-&lt;br /&gt;
| Vine || None || Year-round. Typically sown in early spring &amp;amp; autumn. || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 2.5 months before ripening || Yellow || 2 months before ripening&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked, brewable?, preserves, contains seeds || 3-4 months after &amp;quot;sowing&amp;quot;; 2 crops/year tho || Green, then yellow-orange when ripe. Spiky! || 1? month later?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked, plantable || N/A || Dried-corn yellow || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Jute]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Jute|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical, moist, well-drained&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Processed to fiber || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || August || Yellow || August&lt;br /&gt;
|-&lt;br /&gt;
| Seed capsule || Contains seeds || October || Green, then brown when ripe || November&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, plantable || N/A || Black || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Kaniwa]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Kaniwa|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual/semi-perennial herb pseudocereal&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Humid to semi-arid mountains. Has not been widely tried in other places (geographically isolated from the temperate climes where it would do best), but has been successfully grown in England &amp;amp; Finland. Salt-tolerant, quite cold-tolerant. Probably OK in wetlands, because native to local elevation minimum. Probably requires full sun, because it grows above the tree line.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk  || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Year-round; refresh 2-3/year || Green when young, then yellow, pink, orange, or purple when mature. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || || Inconspicuous, no petals, do not actually open - near 100% self-pollinating - can probably leave this growth out ||&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || 100 days after sowing, and up to 3x/year. In the wild, effectively year-round I guess? || Burgundy; falls off in cloud || 80 days later&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, milled to flour, brewable || N/A || Dark brown or black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Kapok]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Kapok|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Non-seasonal deciduous broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical rainforests &amp;amp; swamps&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Wood; mid-value but very light || Year-round || Gray bark, light-mid brown wood || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Beginning of the wet season (early summer) || Green || Beginning of the dry season (early winter)&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early/mid-winter, every ~5 years || White or pink. Closed during the day, open at night || 2-3 weeks after first bloom&lt;br /&gt;
|-&lt;br /&gt;
| Seed pods || Contains seeds; contains fiber. Kapok fiber is difficult to spin due to its short, smooth, brittle fibers. May not want to make it an option. May add a very short-lived growth just for the fluff, to let it fall in a cloud. || Late dry season (mid-late spring) || Green when green, brown when ripe, then split to show fluff. || Fluff to the winds after a week or two, before the leaves come back (late spring)&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, pressed for oil. || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Kenaf]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Kenaf|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Annual/biennial herb (mallow). Long woody stems like Jute.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tropical or warm-temperate; prefers well-drained soil but can deal with waterlogged. Decent drought resistance but no desert. No shade tolerance.&lt;br /&gt;
|-&lt;br /&gt;
| Stems/stalks || Two types of fiber - coarse fiber from the bark, fine fiber from the core. Good for paper as well as clothing. || N/A || Green when young, then brown &amp;amp; woody. || N/A; ready for harvest 150 days after planting&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 100 days after planting || Purple-maroon || Individually close after a day, but new ones appear year-round&lt;br /&gt;
|-&lt;br /&gt;
| Seed capsule || Contains seeds || 4 months after planting || Purple-maroon before ripe, then brown, then split open || 6 months after planting&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, edible, pressed to oil, milled to flour || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Root || Edible but low-value || Year-round || Tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[Knotgrass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Knotgrass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Annual or perennial herbs, sometimes vines - big family&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Mountains, temperate open places, some wetlands, including salty ones. Also temperate pine forests. Also tropical wetlands, including salty ones. Open tropical fields as well.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk/leaves || Edible cooked (famine food); pulled indigo dye into Indigo Knotweed || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (using water smartweed because pink) || None || May || Bright pink! || October&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Indigo Knotweed. Pulling this out into its own entry because Knotgrass is a grass, and so can't be harvested off of. &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Indigo_knotweed|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Herbaceous annual&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical or temperate, full sun/partial shade, humid but not waterlogged.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || Mid-spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Indigo dye || Appear mid-spring; ready for harvest late June, and then twice more before the end of the season || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late summer || Bright pink || Early fall&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains plantable seeds || Mid-autumn || Dark brown with a pinkish tint || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Middle-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Kumquat]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Kumquat|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Evergreen shrub or short tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical humid, full sun to partly shaded. Some species can do wetlands. No salt.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Barely-any, low-quality wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early spring || White || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible (but less valuable) raw or cooked, valuable marmalade, brewable || Early winter || Apricot || Mid-spring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[Larch]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Larch|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Deciduous Conifer&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Boreal forests, mountains.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || High-value wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Needles || None || Early spring || Pale green in spring; then dark green; then yellow in autumn || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Cones || None || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Leek]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Leek|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Biennial&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Temperate, well-drained, full sun to semi-shade&lt;br /&gt;
|-&lt;br /&gt;
| Stalk/leaf bundle || Edible raw or cooked || Year-round || White &amp;amp; light green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (&amp;quot;Scapes&amp;quot;) || None || Mid-spring || White or Pink/lavender || ?Late spring?&lt;br /&gt;
|-&lt;br /&gt;
| Seed pods || Contains seeds || ?Early summer? || Green, then beige when ripe, w/ seeds visible through thin skin || ?Mid summer?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Cloves (may skip) || Edible cooked || Year-round || White-beige || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Lentil]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Lentil|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual, cool-season pulse&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Native to tropical winter but will grow in temperate summer; semi-arid thru middling-wet. Well-drained, full sun, loose soil. Does well in sand, best in clay.&lt;br /&gt;
|-&lt;br /&gt;
| Stem/stalk/leaves || None || Mid-autumn in tropics, or mid spring in temperate || Green; turn yellow near seed maturation || 220ish days after planting&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 90 days || Pale blue || 200 days&lt;br /&gt;
|-&lt;br /&gt;
| Seed pods || Contains seeds || 150 days after planting || Golden-brown || 220ish days after planting?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, brewable to lentil beer ([http://www.homebrewtalk.com/f36/wierd-idea-381968/index14.html#post5652713 first recorded] in 2013 on a homebrew forum!) || N/A || Brown, yellow, red-beige, green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[Lesser yam]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Lesser_yam|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Tropical moist forests&lt;br /&gt;
|-&lt;br /&gt;
| Crown (stalk &amp;amp; leaves) || None || Year-round; generally planted at the end of dry season (middle autumn) || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Tubers || Edible cooked, milled to flour; plantable; possibly brewable? || Year-round; ready for harvest after 7-8 months || Pale yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Lettuce]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Lettuce|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herb (daisy family!)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical or temperate. Full sun to partial shade. Middling drainage.&lt;br /&gt;
|-&lt;br /&gt;
| Stem/stalk || Contains a mild narcotic. Probably won't implement, but it's interesting! || From planting || White || Til harvest; can overwinter&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked; but bitter/bad once the plant has bolted. Replace leaf growth with &amp;quot;bitter leaf&amp;quot; during bolting season/until it would be a &amp;quot;new lettuce&amp;quot; again? || From planting || Green || Til harvest; can overwinter&lt;br /&gt;
|-&lt;br /&gt;
| Flower stalk/flower || None || When it gets above 75; let's say once every 1.5 months, from late spring to late summer || Yellow || Only open for an hour each! Let's say 1 week total.&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || 2 weeks after flowering ends! || White (like dandelion) || 4 weeks after flowering ends&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked; pressed for oil; plantable || N/A || Dark brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Lime]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Lime|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Small tree or large shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical, full sun, mid rain, high drainage&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Low-quality? wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Year-round || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked; preserves || Year-round, refreshing in late spring || Bright green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Long yam]] (&amp;quot;Chinese yam&amp;quot; or &amp;quot;Japanese mountain yam&amp;quot; or &amp;quot;cinnamon vine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Long_yam|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate, esp. forests/woodlands, but also open places. Esp in moist areas/wetlands. Salt tolerance unknown.&lt;br /&gt;
|-&lt;br /&gt;
| Vine &amp;amp; leaves || None || April || Green || November&lt;br /&gt;
|-&lt;br /&gt;
| Tuber || Edible RAW, or cooked; plantable; milled to flour; possibly brewable? || Year-round || Off-white to beige with small brown spots || Until harvested&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || June || White || August&lt;br /&gt;
|-&lt;br /&gt;
| Bulbils (aerial tubers that hang off the vine like fruits!!) || Edible cooked; plantable; milled to flour; possibly brewable? || June || Potato-brown || September&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Lychee]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Lychee|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Evergreen broadleaf soapberry tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical wet, high drainage, full sun, no salt&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Low-quality wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early March || White, green, or yellow || mid-April&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked; brewable; preserves. May contain trace amounts of a toxin that causes brain damage in children? || early June || Green, then red-pink when ripe || mid-July&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&lt;br /&gt;
The M's were researched by my good friend J.S., who passed away in October 2015. He was always happiest when helping people.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Macadamia]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Macadamia|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Subtropical Rainforest&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Wood; value unknown, but kind of a neat pink/red/brown color || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || New growths bronze in spring, green rest of the year || Year-round, but old leaves are replaced in spring&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Spring || Cream or Pink || August&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Inedible itself, contains nuts || September || Green || March&lt;br /&gt;
|-&lt;br /&gt;
| Nuts || Edible raw, edible oil || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Mahogany]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Mahogany|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical, pretty much all&lt;br /&gt;
|-&lt;br /&gt;
| Structural || High-value wood (Red) || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || One week after all leaves have fallen || Pink-tinged at first, then turn lime green when mature || Fall off over the course of June-July&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || July-September (Different trees flower at different times) || Pale yellow || One month after appearing&lt;br /&gt;
|-&lt;br /&gt;
| Fruit (&amp;quot;Sky Fruit&amp;quot;) || Inedible itself, contains seeds || November|| Pale brown || Late April&lt;br /&gt;
|-&lt;br /&gt;
| Seeds (&amp;quot;Sky Fruit Seeds&amp;quot;) || Edible processed (Ground into a paste) || N/A || Dark Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Maize]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Maize|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Annual Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Temperate Grasslands&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || Shortly after leaves || Green|| 90 days after leaves emerge&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early Spring (in nature) || Green || 90 days after leaves emerge&lt;br /&gt;
|-&lt;br /&gt;
| Tassle (male inflorescence) || None || 40 days after leaves emerge || Yellow-green || 90 days after leaves emerge&lt;br /&gt;
|-&lt;br /&gt;
| Silk (female inflorescence) || Develops into ear || 40 days after leaves emerge || Pale yellow|| 15 days after it appears&lt;br /&gt;
|-&lt;br /&gt;
| Ear || Contains kernels || 55 days after leaves emerge || Green || 90 days after leaves emerge&lt;br /&gt;
|-&lt;br /&gt;
| Kernels || Edible cooked, edible oil, brewable (corn beer or chicha), millable (cornmeal) || N/A || Yellow, white, blue, or purple || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Mango]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Mango|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical wet or dry; waterlogging OK, salt not OK&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Wood, pale brown || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inflorescence || None || January|| Pink and yellow || ?&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw, brewable (mango wine) || June || Yellow, red, or green|| August&lt;br /&gt;
|-&lt;br /&gt;
| Pit || None || N/A (contained in fruit) || Pale Yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Mangrove]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Mangrove|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Forested salt marsh (a.k.a. Mangrove Forest, because trees that don't define their own biome are losers)&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Mid-value(?) wood, grey-brown color || Year-round || Grey-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Air Roots || None || Year-round || Grey-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late spring || Mustardy yellow-green || Mid-spring&lt;br /&gt;
|-&lt;br /&gt;
| Propagule || None || Year-round (individual propagules drop after a few months but more are constantly grown) || Red and green || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Maple]] - There are tons of species but I based this primarily on sugar maple in case tapping becomes possible&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Maple|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Deciduous Tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | All temperates. Also mountains, taiga. Salt OK.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || High-value wood, tan; depending on species bark can be made into dyes (purple, lavender, gray) or tree can be tapped for syrup  || Year-round || Grey || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None ||Spring || Green, then bright red in autumn|| Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early spring || Pale green || Mid-spring&lt;br /&gt;
|-&lt;br /&gt;
| Samaras || None || September || Brown || ?&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[Marsh thistle]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Perennial or Biennial Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Temperate wetlands, no salt&lt;br /&gt;
|-&lt;br /&gt;
| Stem || Edible raw (after deprickling), herbal tea || Year-Round || Lime-green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Prickles || None || Year-Round || Lime-green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flower || None || July || Purple || September&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[Meadow-grass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Meadow-grass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Perennial Herb (grass)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Anywhere and Everywhere&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | There are literally hundreds of species of meadow-grass and all of them are nondescript green grasses of no particular usefulness.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[Meadowsweet]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Meadowsweet|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Perennial Herb (grass)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Temperate freshwater marshes &amp;amp; grasslands&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Year-Round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || June || White || Early September&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[Mountain avens]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Mountain avens|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Perennial Dwarf Shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Any mountain or taiga&lt;br /&gt;
|-&lt;br /&gt;
| Structural || None || Year-Round || Red-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None (herbal tea?) || Year-round || Green|| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None (dye?) || June || White || July&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Mung bean]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Mung_bean|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Annual Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Hot, dry tropical.&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || Edible raw || Spring, or 2 days after planting || Pale green-white || 7 days after sprouting (matures into stalk)&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || 7 days after sprouting || Green || 120 days after sprouting&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || 7 days after sprouting || Yellow-green || 120 days after sprouting&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 50 days after sprouting || Pale yellow || 90 days after sprouting&lt;br /&gt;
|-&lt;br /&gt;
| Pods || Contains beans || 90 days after sprouting || yellow-brown || 120 days after sprouting&lt;br /&gt;
|-&lt;br /&gt;
| Beans || Edible cooked, brewable (bean jack, this has got to be pretty vile) || N/A || Yellow, white, blue, or purple || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Muskmelon]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Muskmelon|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual Herb (ground vine)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical, wet, well-drained&lt;br /&gt;
|-&lt;br /&gt;
| Vine || None || 10 days after planting || Green || 120 days after sprouting&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || 10 days after planting || Green || 120 days after sprouting&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 20 days after sprouting || Pale yellow-cream || 40 days after sprouting&lt;br /&gt;
|-&lt;br /&gt;
| Melon || Contains seeds, edible raw, brewable (muskmelon mead, takes a lot of aging before it tastes good) || 60 days after sprouting || White, slight green tint || 90 days after sprouting&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked || N/A || Cream or white || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Needle Grass]] (Toady has said he doesn't have a preference on genus, let alone species. So going with an amalgam of ''Nassella'', ''Stipa'', and ''Hesperostipa'' species.)&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Needle_grass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | All temperate habitats with openness up to woodland (yes that includes salt marshes).&lt;br /&gt;
|-&lt;br /&gt;
| Stalk/leaves || Forage, basketweaving. Though as forage can cause mild bleeding of the mouth &amp;amp; stomach, because sharp. || Year-round || Light green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flower panicle || None || March || Dark purple || July&lt;br /&gt;
|-&lt;br /&gt;
| Seed panicle || Contains seeds || June || Light purple || August&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable. Starvation-quality edible cooked, brewable, flour || N/A || tannish-purple || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Oak]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Oak|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Deciduous broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Deciduous oaks are temperate, evergreen oaks are tropical. Any drainage, any salinity, not super dry.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || High-value wood; depending on the species, bark processed to red, yellow, or high-value crimson (which is different somehow I guess?) || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green in spring &amp;amp; summer; orange or yellow in autumn; brown in winter || Fall off in spring as new growth grows&lt;br /&gt;
|-&lt;br /&gt;
| Male catkins (female ovaries are inconspicuous) || None || March-April || Pollen yellow || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Acorns || Contains seed || Ripe in mid-autumn || Green, then brown when ripe. Last a looong time. || Early-mid winter&lt;br /&gt;
|-&lt;br /&gt;
| Acorn meat || Edible cooked, ground to meal, used as coffee substitute, acorn ale, preserves || N/A || Brown/slightly red || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Oats]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Oats|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual cereal&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate. Cold-hardy, go dormant in heat. Need plenty of moisture.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || None || &amp;quot;Plant&amp;quot; in autumn for overwintering || Green; dye off to brown in summer || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Florets || None || Mid-April || Light green || Late April&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || Early May || Green, then cream-colored when ripe || Mid-late May&lt;br /&gt;
|-&lt;br /&gt;
| Seed || Edible cooked, millable, brewable || N/A || Cream-tan colored || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Olive]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Olive|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Broadleaf tree (evergreen)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical dryish, full sun&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || mid-low value wood || Year-round || Light brown or gray bark, brown wood || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green-gray || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early spring || White, but inconspicuous || Mid-spring&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked, pressed for oil || Harvest begins in late September || Green to the end of November, black after that || early February&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Onion]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Onion|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Biennial/perennial herb, but usually harvested as annual&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate; full sun or partial shade; good drainage; moist&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || None (May actually be edible like spring onion but whatevs) || Early spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Bulb || Edible raw or cooked; skin used for yellow dye || Year-round || White or maroon || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Stem w/ umbel (flower head) || None || Late spring || White || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || Late summer || Beige, then tan when ready || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, edible raw or cooked || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Orange]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Orange|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Evergreen broadleaf citrus&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical, moist, full sun, good drainage&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Low-value wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || March || White || April&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked, preserves; orange oil from the peel || November || Orange || April&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Papaya]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Papaya|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree-like perennial herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical, well-drained, full sun but surrounded by trees (lolwut?)&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked when young || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (along the trunk; assuming hermaphrodite since plant sex isn't modeled in DF) || Edible cooked || Any time during the year, but all at the same time || White || Several days per flower, and multiple are open at the same time; let's say 3 weeks total&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked, brewable?, good for preserves, contains seeds || 4 months from fruit set, year-round, but especially in early summer || Yellow-gold || 6 months from fruit set&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, like black pepper || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Papyrus sedge]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Papyrus_sedge|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial herb (reed)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical wetlands, full or partial sun. Moderately salt-tolerant. Can grow in any tropics as long as [WET]; may split?&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;quot;culm&amp;quot; || Basketry; edible when v. young || Year-round || Bright green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Summer || Brown-orange ||&lt;br /&gt;
|-&lt;br /&gt;
| Rhizomes || Can be cut apart &amp;amp; re-planted || Year-round || Brown || Year-round&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Paradise nut]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Paradise_nut|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical, humid, well-drained&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Wood || Year-round || Brown? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Beginning of wet season || Reddish-green || End of dry season&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None? || 1 day each, during dry season || White-cream, not usually noticeable until they fall ||&lt;br /&gt;
|-&lt;br /&gt;
| Monkey pots || Edible flesh, contain nuts; when nuts &amp;amp; flesh are cleared out, can be used as a jug!! || August (N. hemisphere) || Dark brown || December (N. hemisphere)&lt;br /&gt;
|-&lt;br /&gt;
| Nuts || Edible raw or cooked; nut butter; oil || N/A || Walnut brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Parsnip]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Parsnip|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Biennial herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | (Temperate) Any open/sunny, including wasteland &amp;amp; marsh; no salt&lt;br /&gt;
|-&lt;br /&gt;
| Leaves &amp;amp; stems || None; also has toxic sap that causes rash &amp;amp; blistering || Year-round, starting early spring || Green, turn yellow after going to seed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (umbel) || None || Second year, late spring || Yellow || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || Mid summer || Brown || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Tuber || Edible raw or cooked, brewable?, processed to sugar || Year-round, but harvest starts in late autumn || Creamy white || N/A, but harvest ends in late winter&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Passion fruit]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Passion_fruit|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial? vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Wet tropical, with trees to climb, but not waterlogged&lt;br /&gt;
|-&lt;br /&gt;
| Vine &amp;amp; leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || mid-April, opening from afternoon to mid-evening each day || White w/ dark purple center || mid-November&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible, brewable, preserves, contains seeds || 70-80 days after pollination, so mid-July, mid-October, and mid-February || Yellow, with orangish flesh || A month or so each time&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, edible, pressed to edible oil || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Pea]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pea|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical winter, or temperate spring. Wild peas are Mediterranean so we'll probably go with tropical winter. Good drainage&lt;br /&gt;
|-&lt;br /&gt;
| Structural || None || Late autumn in tropics, early-mid spring in temperate || Green || Wither shortly after pods fall&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Late autumn in tropics, early-mid spring in temperate || Green || Wither shortly after pods fall&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 50 days after structural emerges || Magenta || 70 days after structural&lt;br /&gt;
|-&lt;br /&gt;
| Pea pod || Contains seeds || Ripe 80 days after structural emerges || Green || Fall 110 days after structural&lt;br /&gt;
|-&lt;br /&gt;
| Peas || Edible raw or cooked; flour? || N/A || Light green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Peach]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Peach|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Deciduous broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate dryish, weirdly. Requires a frost.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || April || Green || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flower buds || None || July|| Pink || Turn into flowers the next spring&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || March || Pink || Drop 10 days later&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked, brewable, preserves || Late spring-early summer || Pinky orange || Mid summer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Peanut]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Peanut|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual herbaceous legume&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate (and tropical), middling-to-dry amounts of rain, full sun in temperate &amp;amp; shaded in tropics&lt;br /&gt;
|-&lt;br /&gt;
| Stems &amp;amp; leaves || None || Early May || Green || November&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early June || Yellow || Mid-July&lt;br /&gt;
|-&lt;br /&gt;
| Peanut in the shell || Contains peanuts || Early September || Tan, but underground (not visible) || Mid-November&lt;br /&gt;
|-&lt;br /&gt;
| Peanuts || Edible raw or cooked, nut butter, oil, plantable, flour || N/A || Orangey brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Pear]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pear|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Deciduous tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate or tropical; sunny, sheltered, well-drained, moderate to wet.&lt;br /&gt;
|-&lt;br /&gt;
| Trunks &amp;amp; branches || Wood || Year-round || Brown/gray || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Mid-late spring || Green, then dark red, then dark brown still on the tree || Early winter&lt;br /&gt;
|-&lt;br /&gt;
| Flower buds || None || Late winter || White || Turn into flowers&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early-mid spring || White || Fall off 2 weeks later&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked; brewable to perry; preserves || August || Pale yellow, green, rosy orange, or brown || October&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Pearl millet]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pearl_millet|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual? cereal grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Hot and dry, including deserts - even sand dunes. Both tropical and temperate (summer) High salt tolerance. Can deal with humidity, but '''must''' be well-drained.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Can be refined to sugar, like sugar cane || Planted any time between April and July || Light to middle-green || Dies mid-autumn, but remains standing (let's say til late autumn)&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Planted any time between April and July || Light to middle-green || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flower heads || None || Late summer, when days are shortening || Yellow-green || Very quickly - turns into seed ''fast''&lt;br /&gt;
|-&lt;br /&gt;
| Seed heads || Contains seeds || 30-40 days after fertilization (early Autumn) || Tan to dark brown || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seed || Edible cooked; flour; brewed to ontaku or oshikundu || N/A || Slate gray || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[Pebble plant]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pebble_plant|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Perennial succulent&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Rocky deserts &amp;amp; dry grasslands. Tropical; dies if frozen.&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Grazing. Also technically edible, but not easily cultivatable. || Year-round || Tan, cream, brown, or gray. Goes green when it hasn't received much sun. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late summer; open in afternoons, close in evenings || White or yellow || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Pecan]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pecan|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Deciduous broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Subtropical, humid, full sun, well-drained. Can't be super waterlogged, but its preference for river valleys etc. make me want to give it swamp status. Periodic river floods are a good thing. Related species &amp;quot;bitter pecan&amp;quot; AKA swamp hickory loves swamps and can interbreed, so yeah, let's put it in swamps too.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Mid-value soft wood || Year-round || Bark is light brown or gray with red tints; wood is brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || April, while the catkins are still on the tree || Green, yellow in autumn || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Catkins || None || Mid-spring || Green (bleh) || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Nuts || Contain seeds || Late summer || Green, then brownish cream || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked; nut butter, pecan oil, candied (pralines) || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Pendant amaranth]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pendant_amaranth|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herbaceous pseudocereal&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical or temperate, humid to arid, full sun, well-drained soil. Can barely tolerate desert, and prefers sandy soil, so let's put it in sand deserts only.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || 4-6 months before harvest (early-late spring; let's say mid-spring) || Green || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Mid-spring || Green, turn yellow in late summer || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Gorgeous! || Early-mid summer || Magenta-red || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seedheads &amp;quot;tassels&amp;quot; || Contain seeds || Ready for harvest in late summer || Magenta, because of bits of flower still hanging on || Mid-autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds &amp;quot;kiwicha&amp;quot; || Plantable, edible cooked, flour, brewable?, edible oil || N/A || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Pepper]] (bell)&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pepper|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | No freezing; warm, humid, well-drained&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || In late May or so || White || In mid-June or so&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked, contain seeds. When ground to powder, causes mammals pain on contact w/ skin; pain, swelling, &amp;amp; temp blindness on contact w/ eyes; and pain, swelling, coughing &amp;amp; nausea on inhalation. Also antifungal, exact mechanism unknown. Against invertebrates, causes pain &amp;amp; nerve damage. No effect on birds. Effects on fish &amp;amp; reptiles unknown. || 6 weeks after pollination, in August or so || Green, then red || 4-5 weeks later, in September or so&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, edible raw or cooked || N/A || Beige || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Persimmon|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Deciduous broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Temperate to subtropical. Widely adapted, can grow from swamp to scrub. Moderate salt tolerance.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk || Mid-value wood. High-quality but splits too easily. Also apparently the bark is edible but very bitter. || Year-round || Bark dark brown or dark gray; wood almost black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || late April, early May || Dark green, then orange || Early winter&lt;br /&gt;
|-&lt;br /&gt;
| Buds || None || Mid-autumn; hidden by leaves &amp;amp; fruits || Dark red-purple || Until leaves appear&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None? || May || Cream || June&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked; brewable; preserves; molasses || Late fall || Pale orange to red-orange || Mid-late winter&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked || N/A || Dark brown-black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Pine]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pine|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen coniferous tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Almost all temperate or cold biomes. Swamp-tolerant, salt-tolerant. Also tropical mountains &amp;amp; pine forests, but no other tropics.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Mid-high value wood; bark is edible raw or dried &amp;amp; ground to flour. Black dye from pitch. || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Needles || Tisane || Year-round || Green; orange-brown when they fall. Since pine needle fall is such a thing, might have that happen a couple times a year even though, you know, evergreen. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pollen cones || None? || Mid-spring || Yellow-green || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Seed cones || Contain pine nuts || Late autumn (a year later) || Brown || Let's say late spring. Last a long time but varies so much between species that anything would work.&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Pine nuts - edible raw or cooked, pressed to oil, nut butter || N/A || Yellow-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Pineapple]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pineapple|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial (herbaceous) bromeliad&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical, good drainage, not too dry&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Mid-value thread || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flower head || None || Year-round, but never at the same time as the pineapple. Might just want to leave it off. || Red || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked; not suitable for preserves (enzymes break down preservatives). Attached to plantable crown. || Year-round; refresh in late spring? || Browny yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Crown || Plantable || On the fruit || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Plum]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Plum|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Deciduous broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, moist, well-drained&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Wood || Year-round || Gray bark, brown wood || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring || Green, then orange in the fall || Late fall&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early spring || White || Mid spring&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked; plum wine; contains kernel; preserves || September || Plum (actually can be almost any color, but the color's called plum, sooo) || October&lt;br /&gt;
|-&lt;br /&gt;
| Kernel || Pressed for oil || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Pomegranate]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pomegranate|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Deciduous shrub/small tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical or temperate. Prefers dry (but not desert).&lt;br /&gt;
|-&lt;br /&gt;
| branches/&amp;quot;trunk&amp;quot; || Either low-quality wood or no wood, depending on if this is a tree or a shrub || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Mid-spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || May || Red || Early autumn (just keeps flowering)&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Yellow dye from rind, flesh edible raw or cooked, brewable, preserves, contains plantable seeds (shouldn't drop them when eaten raw though) || September || Red-pink || January&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable. Edible cooked I guess? These are counted as de-fleshed. || N/A || Beige || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Pomelo]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Pomelo|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tree/shrub?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical, good drainage, rainy.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk/branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 4x/year; one time is March || White || April&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked, brewable, marmalade. || 5.5 months after flowering (yes, 4x/year) || Green || 2 months later&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Potato]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Potato|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Herbaceous perennial&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, not arid, not waterlogged. Put it on mountains also.&lt;br /&gt;
|-&lt;br /&gt;
| Vine &amp;amp; leaves || None, poisonous || Mid-spring || Green; yellow when dying back || Die back in early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Tuber || Edible cooked, brewable; can be cut into pieces as &amp;quot;seed potatoes&amp;quot; and re-planted || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flower || None || Early summer || White, pink, red, blue, or purple || Early summer&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || None, poisonous. Contains seeds. || Mid-summer || Green || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Beige || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Purple amaranth]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Purple_amaranth|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Herbaceous annual amaranth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Full sun, temperate, well-drained, moist&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || Early April || Red-violet || Mid-autumn?&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Mid-April || Red-violet || Mid-autumn?&lt;br /&gt;
|-&lt;br /&gt;
| Flower head || None || Mid-summer || Red-violet|| Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || Early autumn || Purple-brown || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, brewable, plantable || N/A || Beige || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[Purple moor grass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Purple_moor_grass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Herbaceous perennial bunchgrass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Temperate, soggy or dry. Does well in shade &amp;amp; full sun. Not salt-tolerant.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || Forage || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flower panicle || None || July || Purple || September&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Purple yam]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Purple_yam|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Annual? herbaceous vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tropical, any sun or shade, must be very moist. Salt tolerance unknown.&lt;br /&gt;
|-&lt;br /&gt;
| Vine &amp;amp; leaves || None || Mid-March || Green || Late December&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late summer || Yellow || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Tuber || Edible cooked, plantable when chopped up, flour || Year-round || Lavender || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Seed capsule || Contains seeds || Late autumn || Green || Early winter&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Whatever, we'll just use seed tubers/bulbils || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Bulbils || Plantable, edible cooked, flour || Late summer || Grayish-brown || Early autumn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Quinoa]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Quinoa|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herb (goosefoot, not amaranth)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate well-drained. Semi-arid to wet, mountains are OK.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || May || Green when young; then yellow, red, or purple; then pale yellow shortly before harvest || October&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked; if eaten in excess, can cause joint pain, kidney stones, kidney failure || May || Green when young, then yellow, red, or purple; go yellow and fall off when dry/is harvest time || Shortly before seed harvest&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || July || Rust or burnt orange || August&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || August || Tan || September-October&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, ground to flour, brewable, plantable || N/A || Black, pink, orange, yellow or white || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Radish]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Radish|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual or biennial herbaceous root&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate or tropical. Full sun to partial shade. No waterlogging, no desert; mountain is OK. Note that there are ''so friggin many'' radish varieties, for every season and most climates, which is why radishes are considered &amp;quot;year-round&amp;quot; here.&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Root || Edible raw or cooked || Year-round || White, pink, or magenta || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flower stalk w/ flowers || None || Early summer || White flowers on green stalk || A couple weeks later&lt;br /&gt;
|-&lt;br /&gt;
| Siliques (essentially seedpods) || Contains seeds; edible raw or cooked when green || Edible version mid-summer; plantable version mid-autumn  || Green when young, brown when ready for seed harvest (two separate materials/growths?) || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked; pressed to inedible oil; plantable || N/A || Almond-Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Rambutan|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical moist jungle, well-drained&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Wood || Year-round || Brown bark; wood is reddish || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 120 days before fruiting || Ivory, but small &amp;amp; pretty much unnoticeable || 110 days before fruiting&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked; contains seeds; rind contains tannins &amp;amp; can make black dye || Twice a year -  late autumn &amp;amp; late spring || Red or yellow; flesh is white || 30 days later&lt;br /&gt;
|-&lt;br /&gt;
| Seed || Edible cooked; mild narcotic? Can be pressed for an edible solid vegetable fat, whence soap and candles. || N/A || Dark brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Ramie]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Ramie|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial herbaceous nettle (sans sting)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical to mild-temperate (down to 20 F), woodland to full sun, reasonably moist but not wetland. Irl it can also be planted as an annual in even colder temperate climates, but cannot grow wild.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Bast thread. Unlike most basts cannot be retted, needs chemical de-gumming by repeated washing with water &amp;amp; ash || Year-round; harvestable when yellow, 2-4 times/year || Green; yellows around when the flowers open. || Stalk dies off when seed heads do, but more take its place&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible cooked, but not usually eaten. || Year-round, but cyclical || Green; yellow when flowers open || Drop off soon after flowers open&lt;br /&gt;
|-&lt;br /&gt;
| Rhizome || Edible cooked, but unpleasant texture. Usually planted from chopped-up roots rather than seed; 6 or so per root. || Year-round || Beigey light brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers, seed heads, and seeds exist, but they are inconspicuous and worthless (as propagation is by rhizome). || None || Doesn't matter || Green || Whatevs&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Raspberry]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Raspberry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, moist, well-drained&lt;br /&gt;
|-&lt;br /&gt;
| Canes || Can be cut &amp;amp; planted || Year-round || Green in the spring, then brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Mid-spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late spring || White || Late spring&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked, brewable, preserves, contains seeds || Late early-summer || Red || Late midsummer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, pressed for oil || N/A || Brown w/ a little pink || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Red bean]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Red_bean|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Legume. Usually grown as annual, but will stick around if you let it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Subtropical &amp;amp; high-elevation tropical. Well-drained, sunny. Only slightly drought-tolerant.&lt;br /&gt;
|-&lt;br /&gt;
| Vine w/ leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early autumn || Yellow || 30-40 days later&lt;br /&gt;
|-&lt;br /&gt;
| Bean pods || Contains beans; edible raw or cooked || Ripen in late autumn || Green, then charcoal || Early winter I guess?&lt;br /&gt;
|-&lt;br /&gt;
| Beans || Plantable, edible cooked, milled to flour. Valuable red bean paste should be treated as a preserve rather than a nut butter, because it's prepared by boiling with sugar. || N/A || Wine-colored || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Red spinach]]. &lt;br /&gt;
May change name to Red Spinach Amaranth, just so people aren't confused about the brewing. Spleen Amaranth is another name for it (presumably because of the bile-colored flowers?) but that might be too gross. Maybe call the plant Spleen Amaranth and the leaves Red Spinach? Or vice versa - the plant Red Spinach and the seeds Spleen Amaranth?&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Red_spinach|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | An amaranth, apparently! Annual but year-round.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical &amp;amp; subtropical, humid. Native to forests, but can't tolerate shade? I guess forest clearings.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || April || Green || October/November&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked; yellow-green dye || April || Red &amp;amp; green || October/November&lt;br /&gt;
|-&lt;br /&gt;
| Flower head || None || June || Yellow-green (bile-colored) || September&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || August || Bile-colored || November&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable. Edible cooked, flour, presumably brewable? || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[Reedgrass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Reedgrass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Perennial grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Taiga, tundra, mountains; all temperate biomes, including the salty ones; tropical mountains, wetlands, rainforests.&lt;br /&gt;
|-&lt;br /&gt;
| Grass || Forage || Year-round? || Green, turning gold in autumn &amp;amp; winter || N/A?&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Forage || June || Different colors depending on species; possibilities include white, pink, purple, bronze. || November&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Rhubarb]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Rhubarb|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, full sun to slight shade, well-drained soil, lots of rain&lt;br /&gt;
|-&lt;br /&gt;
| Leaves w/ stalks (&amp;quot;petioles&amp;quot;) || Used to make preserves. Not even going to give it edible otherwise, if there's no sugar, it's not edible, period. || March; harvestable in April || Green leaves, red petioles || Harvestable until June; sticks around til late autumn.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || Holds flowers &amp;amp; seed heads || Mid-late spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Late spring/early summer || White flower || Not long&lt;br /&gt;
|-&lt;br /&gt;
| Seed heads || Contains seeds || Late midsummer || Light tan || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Almond-brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Rice]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Rice|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial grass, often grown as annual&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical, mid-very wet. Waterlogging/flooding OK. Salt OK.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || Could be used for straw I suppose || Year-round || Green; seed-bearing stalks die off/turn yellow when rice is ripe, but new shoots will keep arriving || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early summer || Yellow-green? Not very visible. Don't override the default graphic imo. || ~15 days later&lt;br /&gt;
|-&lt;br /&gt;
| (Seed) panicles || Contain seeds || ~30 days after flowering || Golden || ~15 days after ripening&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, brewable, milled to flour || N/A || Light brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Round lime]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Round_lime|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical rainforests &amp;amp; woodlands&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Wood || Year-round || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || February (N. Hemisphere) || Pink || February&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked; preserves || July (N. Hemisphere) || Green || October (N. Hemisphere)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Rubber tree]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Rubber_tree|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical rainforests &amp;amp; swamps. No salt tho.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Mid-value wood; can treat latex as &amp;quot;growths&amp;quot; on the trunk if we have a use for it || Year-round || Brown bark, beigey-brown wood || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Spring &amp;amp; autumn equinoxes || Small &amp;amp; white || ??&lt;br /&gt;
|-&lt;br /&gt;
| Fruit (seed pod really) || Contains seeds || Late summer &amp;amp; late winter || Dark brown || ?? Before flowering again, anyway.&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Pressed for inedible oil, whence soap || N/A || Dark brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[Rush|Rushes]] are any of a number of genii of sedges that grow in wetlands. I'm going with ''Scirpus'' for convenience.&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Rush|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Herbaceous perennial (sedge)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Temperate &amp;amp; tropical wetlands. Salt OK.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || Basketry, forage || Year-round || Gray-green; golden-brown in autumn and winter || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inflorescence || None || May || Brown || August&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Rye]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Rye|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual cereal grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate grassland to woodland. Some varieties will tolerate waterlogging.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || Straw, forage || Plant in early autumn || Green, then dries golden for harvest || Dies off in the heat of summer&lt;br /&gt;
|-&lt;br /&gt;
| Flower heads || None || Early-mid spring || Green w/ purple lining, not at all noticeable. || Mid-late spring, turns right into seed heads&lt;br /&gt;
|-&lt;br /&gt;
| Seed heads || Contain seeds || Late spring || Green, then gold when ripe || Mid-summer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, brewable. Sometimes infested with ergot. || N/A || Golden || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Ryegrass]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Ryegrass|Scratchpad]]&lt;br /&gt;
|| Annual/perennial grass || Temperate, not waterlogged. || It's grass, yo. || Forage, straw. If livestock eat too much, they can get &amp;quot;annual ryegrass toxicosis&amp;quot; or &amp;quot;perennial ryegrass staggers,&amp;quot; which I'll be merging into the same thing under the &amp;quot;ryegrass staggers&amp;quot; name. It will cause dizziness, and possibly if there are multiple stacks eventually nervous damage or death. || Year-round || Green || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Saguaro|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Cactus!&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Subtropical desert&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; arms || Low-quality wood || Year-round || Green on the outside, brown on the inside || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || April, at nights || White or yellow || Early June&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked; preserves; syrup; brewable; all very high value || Mid-June || Green on the outside, with bright red-pink pulp || Mid-July (fall at the start of monsoon season)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Sand pear]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Sand_pear|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Deciduous broadleaf tree&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate, medium wet, does not tolerate shade.&lt;br /&gt;
|-&lt;br /&gt;
| Trunk &amp;amp; branches || Wood || Year-round || Dark gray bark, brown wood || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || April || Green, then red, then dark brown shortly before they fall || Late autumn/early winter. They fall and make a mess.&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Early May || White || Late May; they fall and make a mess&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw or cooked; brewable; preserves || August || Green, tan, or brown || October&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[Satintail]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Satintail|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Perennial rhizomatous grasses&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Temperate &amp;amp; tropical. Prefers sun, will tolerate shade. Wetlands &amp;amp; dry areas are fine, high salinity is fine. Hugely invasive species.&lt;br /&gt;
|-&lt;br /&gt;
| Grass/blade || Used as thatch &amp;amp; for basketry || Year-round || Green; burgundy in autumn &amp;amp; winter || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Rhizome || Edible raw or cooked || Year-round || Pearly || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inflorescence (flower stalk then seed head || None || September || White || May&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawgrass]] || Perennial sedge || Temperate &amp;amp; tropical marshes &amp;amp; savannas. Full sun, mid to high moisture, waterlogging OK, salt not OK. || colspan=5 | Standard-issue grass.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Single-grain wheat]] (einkorn)&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Single-grain_wheat|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual? cereal grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Mediterranean hills - temperate, not waterlogged&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Straw || April || Light green || August or so&lt;br /&gt;
|-&lt;br /&gt;
| Flower || None || May || Tiny white difficult to see anthers, don't worry about them I guess || Not long&lt;br /&gt;
|-&lt;br /&gt;
| Spike || Contains seeds || Late June || Light tan || Mid-July&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, brewable || N/A || Pale red || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Soft wheat]], also called &amp;quot;common wheat&amp;quot; or &amp;quot;bread wheat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Soft_wheat|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual cereal grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate, not waterlogged&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Straw || May || Green, then tan when ripe || November&lt;br /&gt;
|-&lt;br /&gt;
| Flower || None || September || Green || September&lt;br /&gt;
|-&lt;br /&gt;
| Ear || Contains seeds || October || Green, then beigey when ripe || October&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, brewable || N/A || Tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Sorghum]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Sorghum|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual or perennial cereal grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical/subtropical, more drought-resistant than most cereals&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Can be processed to syrup/molasses, and of course rum; straw if you wanted to waste it || Year-round; shall we say twice a year? || Light green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flower || None || 56 days after &amp;quot;planting&amp;quot; || Dark brown/purple || 5 days later&lt;br /&gt;
|-&lt;br /&gt;
| Panicle || Contain seeds || 33 days after flowering || Green, then light-salmon when ripe || A month or so I guess?&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour, brewable || N/A || Chickpea ivory || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Soybean]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Soybean|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Herbaceous legume&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate sunny &lt;br /&gt;
|-&lt;br /&gt;
| Stalk &amp;amp; leaves || None || April || Green, then brown || end of October&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || July || Small &amp;amp; purple || July&lt;br /&gt;
|-&lt;br /&gt;
| Bean pods || Contains seeds || Mid-September || Green, then brown || Late October&lt;br /&gt;
|-&lt;br /&gt;
| Beans || Edible cooked, pressed for oil, ground to meal, meal to milk, milk to cheese || N/A || Green, then yellow-tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Spelt]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Spelt|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual cereal grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Drought-resistant, waterlogging-resistant, salt-tolerant. Sunny &amp;amp; temperate. &lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Straw || Late autumn || Green, then tan || Late spring/early summer&lt;br /&gt;
|-&lt;br /&gt;
| Flower || None || Early-mid spring || || ~15 days later&lt;br /&gt;
|-&lt;br /&gt;
| Ear || Contains seeds || 30 days after flowering || Green, then tan || ~1 month or so&lt;br /&gt;
|-&lt;br /&gt;
| Grains || Edible cooked, flour, brewable || N/A || Tan || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Spinach]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Spinach|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual herbaceous amaranth!!&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, moist, OK with shade, not waterlogged&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || Mid-spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Mid-spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flower head || None || Late spring || White || Week or two later&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || 50-60 days after bolting || Purplish brown || A month later&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Squash]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Squash|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate or tropical, lots of water, shade is OK. No waterlogging.&lt;br /&gt;
|-&lt;br /&gt;
| Vine &amp;amp; leaves || None || Late spring || Green || November&lt;br /&gt;
|-&lt;br /&gt;
| Big ol' flowers || Technically edible, but gonna say no so we don't have double products. || 35 days after germination || Yellow-orange || 45 days after germination&lt;br /&gt;
|-&lt;br /&gt;
| Gourds || Repurposable into jugs, contains seeds &amp;amp; flesh || September || Green when unripe. When ripe, any sort of color from red to orange to yellow to green || October&lt;br /&gt;
|-&lt;br /&gt;
| Flesh || Edible cooked || N/A || Yellow-orange || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked, plantable, pressed for oil, ground to flour || N/A || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Strawberry]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Strawberry|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate not-desert, not-waterlogged.&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Early spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early spring || Green || Late autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Mid-spring || White || Mid-spring&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw, cooked, brewable, preserves, contain seeds || Late spring || Red || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked (shouldn't be produced when eating the fruit raw). Plantable. || N/A || Light brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[String bean]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/String_bean|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | Annual herbaceous vine legume&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Temperate or tropical. Not too humid. May divide into two varieties since there's no off season in tropical.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk || None || Planted after the last frost || Green || Every ~120 days as long as there's no frost. Since this is temperate/tropical, let's say 2 harvests/year.&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Shortly after the stalk. || Green || Same as the stalk&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 30 days after &amp;quot;planting&amp;quot; || Small, white, pink or purple || 20 days later&lt;br /&gt;
|-&lt;br /&gt;
| Bean pods (green) || Edible raw or cooked. Excessive consumption of raw green beans can cause lectin poisoning = diarrhea, nausea &amp;amp; vomiting. || 15 days after flowering ends (65 days after planting). || Green || 10 days later&lt;br /&gt;
|-&lt;br /&gt;
| Bean pods (ripe) || Contains seeds. || 20 days after green beans are ready || Ivory || 30 days after that&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Plantable, edible cooked, ground to meal || N/A || Ivory || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Sweet potato]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Sweet_potato|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Herbaceous perennial vine. It's a morning glory!&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical/subtropical rainy. Cool with flooding, but not prolonged waterlogging.&lt;br /&gt;
|-&lt;br /&gt;
| Vine || Propagated by vine cuttings || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Mid-late summer || White w/ purple centers; inconspicuous || Late summer&lt;br /&gt;
|-&lt;br /&gt;
| Tubers/roots || Edible cooked; can be chopped to &amp;quot;slips&amp;quot; for propagation; mix with lime juice for pink dye; flour; brewable || Year-round || Orangey-sienna? || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Taro]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Taro|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical wetland (native, also cultivated dry), high/medium soil fertility, any drainage, can handle some drought and flooding&lt;br /&gt;
|-&lt;br /&gt;
| Corm || Edible (cooked), flour, folk medicine || All year || Brown (with light purple) || N/A (harvested when leaves start to die)&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible (cooked), folk medicine || Spring/Summer (any period of warm wet weather) || Green, go yellow || 8-16 months&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || ?? || Very rare (supposedly as result of farming) || Yellow, white, green || ??&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Contains seeds || Very rare (people plant the tubers) || Red || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || ?? || N/A || White || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Tea]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Tea|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Evergreen shrub / small tree &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical (wet/dry), well-drained, native habitat debated&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Wood || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Drink, folk medicine, stimulant, edible oil, tannin, dye || Some sources say continuous growth, others that there is a dormant period after seed production || Dark green || N/A (two harvests: early spring and summer, other sources say all the time)&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Drink || Late autumn (rare on farms) || White petals, yellow stamen || During fruit growth&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Contains seeds || ?? || Green, go yellow and red, then brown || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible oil (not to be mistaken for tea tree oil) || N/A || Black/dark brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Teff]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Teff|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual cereal grain&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Subtropical / Tropical grasslands, swamps, marshes, very hardy, can handle limited drought and water logged soil, low/medium fertility soil&lt;br /&gt;
|-&lt;br /&gt;
| Stems || Straw || Late spring - summer (seeds sown) || Green, goes yellow || Autumn/Winter (after harvest)&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || ?? || With stem || Green, goes yellow || With stem&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seed || Summer || red/green (sort of flowers), then yellow || Autumn (harvest time), Gone by winter&lt;br /&gt;
|-&lt;br /&gt;
| Grain || Edible (cooked at least), flour || N/A || White/light brown (wild relative would drop seeds) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Tomatillo]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Tomatillo|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual Herb&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical, high drainage soil, high rainfall&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Poisonous parts used as folk medicine || Spring (planting time) || Green || ??&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Poisonous || With stem || Green || ??&lt;br /&gt;
|-&lt;br /&gt;
| Flower || Poisonous || ?? || Pale yellow || ??&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible (raw/cooked), contains seeds, husk poisonous || Summer/early autumn (harvest time) || Grows inside a green husk which dries yellow/brown, fruit itself green, by end bursts through dry husk || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible (cooked at least) || N/A || Pale yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Tomato]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Tomato|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Perennial herbaceous vine (nightshade)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Tropical, good drainage, decent water, need sun. Can be grown in temperate as annuals.&lt;br /&gt;
|-&lt;br /&gt;
| Vine &amp;amp; leaves || None - actually poisonous || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || 30 days after &amp;quot;planting,&amp;quot; then continuously || Yellow || Each individual flower lasts ~10 days&lt;br /&gt;
|-&lt;br /&gt;
| Fruits || Edible raw or cooked, brewable || 20-30 days after fruit set; so probably a new harvest every 2 months? || Green, then red or yellow || A week or so&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible raw or cooked, plantable || N/A || Yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Turnip]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Turnip|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Biennial root vegetable&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate or tropical, well-drained, moderate water. &lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw or cooked || Year-round || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Root || Edible raw or cooked, brewable || Year-round || White, pink, or purple || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Mid-spring, mid-autumn || Yellow || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seed pod || Contains seeds || Early summer || Green, then brown when ripe || Mid-summer&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Pressed for oil, plantable || N/A || A slightly purpley brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[Two-grain wheat]] (emmer)&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Two-grain_wheat|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual cereal grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate to subtropical, likes mountains, dry-to-wet but not desert, woodland OK. More waterlogging-tolerant than most cereals, but still not great. No salt.&lt;br /&gt;
|-&lt;br /&gt;
| Stalk/leaves || Straw, forage || Wild emmer is a winter wheat. Mid-autumn. || Green, then light brown when seeds are ripe || Late summer.&lt;br /&gt;
|-&lt;br /&gt;
| Inflorescence || None || Mid-spring || Almost unnoticeable, so meh. || Mid-spring&lt;br /&gt;
|-&lt;br /&gt;
| Seed head || Contains seeds || July || Green, then light brown when ripe || August&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, brewable, milled to flour || N/A || Medium toasty brown || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Urad bean]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Urad_bean|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual Herb &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical (sources vary on dry/wet), medium to high soil fertility, high drainage, steppe/semi-arid&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Animal feed, fertilizer || Planted in summer or winter || Green || Two/three months&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || ?? || Quickly || Green || Two/three months&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || ?? || One month || Yellow || With bean pod development&lt;br /&gt;
|-&lt;br /&gt;
| Bean pods || Edible (raw/cooked) || ?? || Green, goes yellow, then black || Two months (harvest time)&lt;br /&gt;
|-&lt;br /&gt;
| Beans || Edible (raw/cooked), flour || N/A || Black, some dark green|| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[Velvet grass]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Velvet_grass|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Perennial grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Temperate (open forest, woodland, marshes, grassland)&lt;br /&gt;
|-&lt;br /&gt;
| Structural (leaves, stems, and all) || Grazing || ?? || Green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Summer || White with pale pink || Summer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Walnut]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Walnut|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Tree, Alternate Bearing&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate, moist, well-drained soil, not too hot. Grows especially well along riverbanks. Good salt tolerance.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || High-value wood, can be tapped for sugary sap || Year-round || Dark Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || Early Spring || Green, then yellow, fall in clouds || Early Autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (male first and then female) || None || Spring || Green || Late Spring / When seedpods appear&lt;br /&gt;
|-&lt;br /&gt;
| Seedpods || Contains nuts, brown dye, tannin, ink || Late Spring / Early Summer, fall || Brown / Green || Late Summer / Early Autumn (when ready)&lt;br /&gt;
|-&lt;br /&gt;
| Nuts || Edible raw or cooked, oil (food and paint), nut casing used for a few things most not period appropriate || N/A || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Watermelon]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Watermelon|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual Vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical / Subtropical (dry season), full sun, needs open space as they spread and kill neighbours, can be grown on trellis&lt;br /&gt;
|-&lt;br /&gt;
| Vines || None || Early winter (in original setting) || Yellow/Brown hairs on new growth, Green, brown when dry || ??&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible raw || With vines || Green, brown when dry || ??&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Edible raw || They grow quickly || Yellow, brown when dry || When fruit develops&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Edible raw, but better cooked, Brewable, acts as major water source for animals, humans can survive on it alone for 6 months || ?? || Green / Light green (sweeter ones go more yellow), may fall (stem goes dry) || Mid-Winter (when ready)&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour || N/A || Black || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[White millet]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/White_millet|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Annual grass&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Temperate (dry), desert/arid, steppe/arid, subtropical dry summer/winter, any soil save coarse sands&lt;br /&gt;
|-&lt;br /&gt;
| Stem || None || Spring || Green, goes yellow || ??&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || None || With stem, but getting bushy by late Spring || Green, goes yellow || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contain seeds || Late summer, early winter (when ready) || Green, goes yellow, wild varieties would drop these || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible cooked, flour || N/A || white/yellow (husks after milling: cream, yellow, orange-red, or brown) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[White mountain heather]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/White_mountain_heather|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Perennial shrub&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Sub-alpine, patches on ground and in crevices&lt;br /&gt;
|-&lt;br /&gt;
| Structural (leaves, stems, and all) || None || ?? || Dark green || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || None || Spring || White with red bractlets || Summer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[White yam]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/White_yam|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial Herb Vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical (wet, some say dry too), very fertile soil&lt;br /&gt;
|-&lt;br /&gt;
| Root || Edible (cooked), flour (dried rind) || All year (planted at start of rainy season) || Brown || N/A (usually harvested just before dry season)&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible (at least other yam leaves are) || Wet season and after dry season || Green, go yellow || ??&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || ?? || After dry season, rare and often sterile || White/green || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seedhead || Contains seeds || Rare || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seed || ?? || N/A || ?? || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Wild carrot]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Wild_carrot|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Biennial herb &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate (dry/good drainage), tolerates poor/moderate soil. Can be grown in Tropical, but only above 500m where it's colder and drier (harvesting seasons likely won't match up either).&lt;br /&gt;
|-&lt;br /&gt;
| Root || Edible raw/cooked (by second year too woody and needs cooking) || Late autumn to early summer (seeds sown), ready to harvest by summer same year || White || ??&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Some say edible, others poisonous (phytophotodermatitis) || ?? || Green || Autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Edible || Summer (second year) || White || Early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Contains seeds, dried as kindling || Late summer / early autumn (second year) || Brown with yellow/white hairs || they get stuck to animals&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible, dye, folk medicine || N/A || Yellow brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Willow]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Willow|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Perennial tree &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Temperate (wet). This doesn't seem to be any one willow variety, but an amalgam as by default they grow by water in any biome with trees. You can find varieties of willow all over the world. The only specific one mentioned is salix nigra which is used for the wood density. Not salt-tolerant.&lt;br /&gt;
|-&lt;br /&gt;
| Structural || Light flexible wood, wicker, paper, fibre, medicine (bark), tannin (bark) || ?? || Brown || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Medicine || Early spring - early summer || Green || Autumn (semievergreen)&lt;br /&gt;
|-&lt;br /&gt;
| Catkins || Edible (poor people cooked and mashed them) || Before or with leaves || Yellow, white || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seedpods || Contains seeds || Summer || Light brown || ??&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || ?? || Late summer || Green (hairy) (fall in clouds) || Late summer, early autumn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=8 |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | [[Winter melon]]&lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded_Plants/Plants/Winter_melon|Scratchpad]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Annual Vine&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Tropical (wet/dry), warm season, moist environment (when young, when established fairly drought resistant), well drained soil, frost kills, full sun&lt;br /&gt;
|-&lt;br /&gt;
| Vines || Edible (shoots and tendrils) || Spring || Green, goes brown || Late summer, early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Leaves || Edible (raw/cooked) || Spring || Green, goes brown || Late summer, early autumn&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || Edible (raw/cooked) || ?? || Yellow, goes brown || As fruit develops&lt;br /&gt;
|-&lt;br /&gt;
| Fruit || Contains seeds, edible (raw/cooked), takes months to spoil || ?? || Pale green, whiter with age (waxy) (white fuzz when young), folk medicine, candles (waxy coating), || Late summer, early autumn (fully ripe, but can be eaten immature), may drop from vine&lt;br /&gt;
|-&lt;br /&gt;
| Seeds || Edible (not sure how), oil || N/A || Yellow || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant name !! Plant type !! Climate !! Growths !! Uses !! Appearance Time !! Color !! Disappearance Time&lt;br /&gt;
|-&lt;br /&gt;
| [[Zoysia]] &lt;br /&gt;
&lt;br /&gt;
[[Modification:Expanded Plants/Plants/Zoysia|Scratchpad]]&lt;br /&gt;
|| Perennial grass || Temperate or tropical, grassland to moist, salt-tolerant, not particularly shade-tolerant. || colspan=5 | Standard grass. Emerald color.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:Modification:Expanded Plants/Plants}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=231601</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=231601"/>
		<updated>2017-06-23T20:49:50Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
This mod is presumed abandoned, as the developer seems to have vanished off the face of the Earth.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress Deserted Squad: HELL UNLEASHED is an expansion on DF: Deserted Squad. The original is currently under development by BW Mods. The mod will include several modifications, such as:&lt;br /&gt;
&lt;br /&gt;
== Telepaths ==&lt;br /&gt;
        *Ancient Telepaths are pure-blooded, and can create powerful weapons using their knowledge of nature. &lt;br /&gt;
Weapons include: Staves, Wands, Books, Dragonswords, and Throwing Darts [tipped w/ poison]&lt;br /&gt;
&lt;br /&gt;
        *Medieval Telepaths have tainted blood, and lack the knowledge required to manufacture &lt;br /&gt;
Staves, Wands, Books, and [[Dragonswords]].&lt;br /&gt;
&lt;br /&gt;
        *Modern Telepaths are humans with some mental powers. Some call them Psychics. They cannot &lt;br /&gt;
create or use any weapons of the Ancient Telepaths, and only have three of the Powers--Telekinesis, Telepathy, and Teleportation. Thus, they are weak.&lt;br /&gt;
&lt;br /&gt;
== Basilisks ==&lt;br /&gt;
        *Red Basilisks found inside volcanoes&lt;br /&gt;
&lt;br /&gt;
        *Blue Basilisks found in bodies of water&lt;br /&gt;
&lt;br /&gt;
        *Cyan Basilisks found everywhere but water and in magma&lt;br /&gt;
&lt;br /&gt;
        *Green Basilisks found in forests&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
        *Mountain Dwarves life in cities above the ground&lt;br /&gt;
&lt;br /&gt;
        *Deep Dwarves live in tunnels beneath the earth, and have so adapted.&lt;br /&gt;
&lt;br /&gt;
        *Forest Dwarves live in forest retreats, much like the elves.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
        *Can come down to assist or attack your settlement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wyyvern Guards ==&lt;br /&gt;
&lt;br /&gt;
        Animated statues made of Goldsteel, designed to defend the fortress. Can supplement a Dwarven Military.&lt;br /&gt;
&lt;br /&gt;
== Minerals added ==&lt;br /&gt;
        Dragonstone used for strengthening weapons&lt;br /&gt;
&lt;br /&gt;
        Darkstone cannot be used for forging directly, but can be mixed with iron to form Darkmetal, &lt;br /&gt;
a magic-absorbing substance that can be used to create armor or weapons to be used by those possessing no magic of their own.&lt;br /&gt;
&lt;br /&gt;
        Gen, an embodiment of magic itself, can be added to any mineral to create Genmetal, the rarest metal of all.&lt;br /&gt;
&lt;br /&gt;
        Goldsteel, an alloy of gold, Gen, and Darkstone, can be used to make powerful weapons like Wyyvern Guards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
Deserted Squad will also come with a fortress already settled, with a military and equipment selected to ensure military efficiency.&lt;br /&gt;
&lt;br /&gt;
== Future Plans? ==&lt;br /&gt;
&lt;br /&gt;
    Another mod '''may''' be released, under the name of &amp;quot;DFDS: Dark Warriors&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Chaos_Reigns&amp;diff=231600</id>
		<title>Modification:Chaos Reigns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Chaos_Reigns&amp;diff=231600"/>
		<updated>2017-06-23T20:49:41Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
{{Modification&lt;br /&gt;
| name = Chaos Reigns&lt;br /&gt;
| version = 0.94b&lt;br /&gt;
| df version = 0.28.181.40a&lt;br /&gt;
| last update = 8/28/2008&lt;br /&gt;
| download = http://www.bay12games.com/forum/index.php?topic=23878.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Chaos Reigns (0.94b) is a modification by Deathbane, and can be found on the [http://www.bay12games.com/forum/index.php?topic=23878.0 forum], featuring 13 civilizations, all of which are playable (many by default!) It also introduces a slew of new mega-beasts (Like the Steel Colossus), new metals (such as Mithril), new stones (woadstone), civilization-unique trap components(such as magical wards for Wizards), and much more!&lt;br /&gt;
&lt;br /&gt;
The difficulty has in many ways been increased, and in others reduced. For example, plump helmets grow rate has been drasticly reduced (to 600), and the introduction of multiple new trap_avoid threats, and metals like Keen, an alloy of steel and impure mithril, which many of your enemies have access to. On the other hand, a military outfitted with Keen goes through goblins, orcs (Note: Not orc mod-based), and many other more primitive civs.&lt;br /&gt;
&lt;br /&gt;
The below information is taken from the forum post, observation, and the RAWs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Set 80 years after the Armok's fell bastions were cast from the world by the allied powers mon¡an•va (The Watchers), Oram is once again beset&lt;br /&gt;
by War and Strife. Although 'The Enemy' has been removed from this sphere and locked into Empyreon, many of his most foul&lt;br /&gt;
servants escaped destruction, and the many tainted creations that once served him still wander the face of Oram.&lt;br /&gt;
&lt;br /&gt;
The war of the greater powers had far reaching effects - the destruction of the star jewel and the age of darkness led to periods&lt;br /&gt;
in Orams history where once allies turned amongst themselves. The greatest of these events, the Kin-slaying, led to the fragmentation of the once mighty elvish race, and the hatred and conflicting  lies spread by Armoks servants about the destruction of the star jewel led many of the once allied peoples - Humans, Wizards, Dwarves, Elves - to break oaths of allegiance and wage bitter wars.&lt;br /&gt;
&lt;br /&gt;
The aftermath of this period is obvious - None of the once great peoples trust each other no longer, and open war is once again&lt;br /&gt;
threatening to further diminish the strength of the once allied kingdoms.&lt;br /&gt;
&lt;br /&gt;
However, it is not just these races that have suffered. The entombing of Armok into Empyreon destroyed much of the kingdom built by&lt;br /&gt;
the Mother of the Night, a mon¡an•va that had governed the benign creatures in the catacombs beneath the world. Having already suffered from many of their kind being took captive and twisted into cruel, evil forms by Armok, and the infiltration of his many evils that dwelt beneath the earth, such as the much feared race of spiders, many of the under dwellers were killed as ethereal fire ripped the deep places of Oram apart. The Mother of the Night herself was slain in the crossfire in the last great battle. Those that survived, have in the current age, with the exception of the Kobolds and creatures such as batmen, have succumbed to Armoks poison, twisted beyond recognition from their original forms. Many more pursue their own agendas, bitter at the world of light and Armoks Hell that has taken so much from them.&lt;br /&gt;
&lt;br /&gt;
Armoks forces themselves have not escaped the confusion following the entombing of their lord, and the replacement of the star jewel by the new vessels of light - the moon and sun in the Age of Strife.&lt;br /&gt;
Cut off from their master, many of his once most trusted followers - Demons and the dreaded Vampires - pursue their own ends.&lt;br /&gt;
Even the most loyal of his forces, such as Chosen warriors wage wars on once former allies, led by dark powers that seek to surmount Armok and take his place&lt;br /&gt;
as the new lord of the fates of Oram.&lt;br /&gt;
&lt;br /&gt;
As the survivors from the Age of Strife begin to rebuild their civilizations, only one thing is clear.&lt;br /&gt;
&lt;br /&gt;
In this age, there is no peace, no respite. Only an unending fight for the survival of Oram.&lt;br /&gt;
&lt;br /&gt;
== New From Vanilla ==&lt;br /&gt;
The following features have been added, or changed.&lt;br /&gt;
=== Races ===&lt;br /&gt;
Races added or changed from Vanilla&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
Men and women gifted with an unnatural attunement to the spheres of magic, some believe by The Watchers to combat the new threat from Armok. Even though the relatively new order managed to destroy the Order of the Forked Serpent, they were exiled due to the accusation that all magic power was derived from Armok, and not The Watchers as was originally thought. In the Ages between the Age of Strife and The Age of Myth, the Wizard order has grown from a collection of like minded exiles into a kingdom of its own, creating an army of gifted men and women that strive to hold Armoks tide of darkness back.&lt;br /&gt;
&lt;br /&gt;
*Most weapons are magic staffs, ranging in damage!&lt;br /&gt;
*Have no conventional melee weapons, although staff can be used in close combat, and they make, distribute and use enchanted weapons.&lt;br /&gt;
*Has no 'hard' armor, only soft armor. They also employ the use of magical items to shield them from attacks, rings that can bend sword blades and divert incoming projectiles.&lt;br /&gt;
*Has magical unarmed attacks, and can throw fireballs limited distances, even when unarmed.&lt;br /&gt;
*Weak stature means they are slower and more vunerable to melee attacks&lt;br /&gt;
*Have religion based on regional powers, with appropriate religion spheres&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== 'Eastern' humans ====&lt;br /&gt;
(A.K.A. Suku Humans)&lt;br /&gt;
Men allied for most of the ages with the elves, and for the most part have avoided the fall of their race to Armok.&lt;br /&gt;
How long they can avoid being drawn into the conflict is a matter is just that - a matter of when rather than if.&lt;br /&gt;
&lt;br /&gt;
*Are faster, more agile but slightly weaker than normal humans due to their training style and affiliation with the elves.&lt;br /&gt;
*Weapons either do more damage and are heavier, or less damage, lighter but with higher critical hit.&lt;br /&gt;
*Have a pantheon religion, restricted to represent their belief systems.&lt;br /&gt;
&lt;br /&gt;
==== Orcs ====&lt;br /&gt;
Creatures not seen before the fall of the Star-jewel, the method of their creation by Armok is unknown. Vast numbers of them were&lt;br /&gt;
bred during the age of darkness following its destruction, and many survived the fate of destruction and entombment. They continue&lt;br /&gt;
the will of Armok, being much more loyal than the original armok foot-soldier, the goblin.&lt;br /&gt;
&lt;br /&gt;
*Tower above men and are powerful in close combat.&lt;br /&gt;
*Will not flee battles&lt;br /&gt;
*Armed and armored like goblins. Game will generate a random number of Orc/Goblin civilizations&lt;br /&gt;
*Are lead by a champion of Armok&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Chosen Warrior ====&lt;br /&gt;
Men fallen to Armok during the Age of Strife, and mutated horribly by his dark powers. They are the most dreaded&lt;br /&gt;
of Armoks foot troops, being the best armed and armored, and trained by a life of savagery to believe that only the spilling of blood in Armoks name is the destiny of them and their kin. They show no remorse or fear, and are so filled with the remnants of Armoks spirits that blows that would kill most men are simply shrugged off without notice.&lt;br /&gt;
&lt;br /&gt;
*Wield weapons that do incredible amounts of damage, and wear armor that can turn even a deathblow into only a fleshwound.&lt;br /&gt;
*Have no ranged weapons beneath siege engine size - such weapons are not for Armoks chosen.&lt;br /&gt;
*Fanatical and crazed, and will fight to the death.&lt;br /&gt;
*Are lead by a champion of Armok&lt;br /&gt;
*Can enter martial trance, fuelled by Armoks dark energies.&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Dark Elves ====&lt;br /&gt;
Elves that assented to the kinslaying the Age of Strife, and therefore doomed their souls for eternity. The&lt;br /&gt;
curse of spilling their owns race blood was harsh, forcing the perpetrators to slowly degenerate from what they once were to creatures&lt;br /&gt;
ruled by vampyric urges and lusts, their every waking hour directed only in the perfection of cruelty, torture and blood spilling.&lt;br /&gt;
&lt;br /&gt;
Godless and Abandoned, the Dark Elves show an alarming cohesion. What new dark powers command them only they themselves know - it is unknown if they are directed by old allies of Armok, or never before encountered mon¡an•va or fimean•va is unknown &lt;br /&gt;
&lt;br /&gt;
*Are armed with vicious weapons that are designed to cause the maximum amount of pain to their enemies, and kill them through blood-loss and poison rather than a swift end. Although  more damaging, this means that the weapons often stick into opponents. Their weapons are also heavier than those of high elves, having lost most of the finesse of craft they once possessed.&lt;br /&gt;
**However, their equipment is still lighter than that of human manufacture.&lt;br /&gt;
*Armor provides the same level of protection as human armor, but is lighter in construction.&lt;br /&gt;
*Their darkbows are of more use in close combat, sporting blades from the upper and lower limbs of the weapon. The ammo these weapons fire are also prone to becoming stuck in their targets.&lt;br /&gt;
*Their curse to Armok, combined with an elves natural atunement, has allowed some amongst them to wield powerful, dark magic with which to unleash death upon their enemies.&lt;br /&gt;
*Can enter martial trance.&lt;br /&gt;
*Worships evil gods, mon¡an•va or fimean•va attempting to fill the vacuum of power left by Armok&lt;br /&gt;
*Unlike normal elves, dark elves are mortal - although showing no signs of aging, they are a forsaken race, and are doomed to leave the mortal plane.&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Sorcerers of Armok ====&lt;br /&gt;
When men were first granted the gifts of magic, to command the force of the magical spheres to standards even the elves did not have, there were those who used it for their own gain. These men easily succumbed to the temptations of Armok, and when they learned that through Armok, they could achieve power and immortality beyond their comprehension, The Order of the Forked Serpent was founded to overthrow those in power. The destruction of the Order, and the dispersion of its members led to the exiling of all the practitioners of magic within the human kingdoms, a pyrrhic victory for the enemies of Armok.&lt;br /&gt;
&lt;br /&gt;
The survivors of the Order of the Forked Serpent have rebanded under new names and monikers, and continue to work on their masterpiece - the release of Armok from Empyreon.&lt;br /&gt;
&lt;br /&gt;
*Most weapons are magic staffs, ranging in damage! Being few in number and far older than the Wizards, they have mastered the use of magic, and have access to the most powerful staffs.&lt;br /&gt;
*Have no conventional melee weapons, although staff can be used in close combat, and they use possessed weapons.&lt;br /&gt;
*Have no 'hard' armor, only soft armor. They also employ the use of magical items to shield them from attacks, rings that can bend sword blades and divert incoming projectiles.&lt;br /&gt;
*Have magical unarmed attacks, and can throw fireballs limited distances, even when unarmed.&lt;br /&gt;
*Unlike 'normal' wizards, sorcerers are maintained by the powers of Armok, and have none of the physical weaknesses of wizards, and seem to feel no pain, or show any signs of fear.&lt;br /&gt;
*Are lead by a champion of Armok&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
During the Age of Darkness, Armok came across those creatures that would become to be known as humans still awaiting to awake by the command of The Sleeper. By his foul methods, Armok awakened these creatures and deceived them, telling them that he was their creator. His chosen children became the creatures mortals and Elves now name Vampires, deadly creatures of the night that maintain their existence by the consumption of blood. In the Age of Darkness, until Armoks entombment, their numbers grew great and the first awakened, named Nosferatu in their own foul language went forth and propagated their species in the darkness, preying on any human and elf alike. When the Sun were fixed in the Skies above the lower sphere, the vampires, long having fallen to Armok and never seeing the light of the Star-crystal, were burned and consumed by its rays, and could scarce endure its gaze for long at first, and thus the reign of terror they had caused ceased. It was long ere before they could stand even in moonlight, and after the emtombment, what was left of the vampire race was confined to raiding settlements in the night just to survive. In the Age of Myth, as Armoks power began to return, they took up residence once again in their tower of old assigned to them by the dark powers.&lt;br /&gt;
&lt;br /&gt;
*Immortal race exceedingly dangerous in unarmed close combat&lt;br /&gt;
*Undead, with only the removal of the head or destruction of the heart killing them utterly. They are also supernaturally energetic, being able to cover ground at great speed and do not tire in combat.&lt;br /&gt;
*Vampires do not bleed, do not tire, and have no need for normal sustainance.&lt;br /&gt;
*Whilst they use all human weapons, and armor similar to that of the dark elves, they also have ancient weapons that have seen use since the Age Of Darkness. These blades are un-naturally sharp, and have higher damage and lower stick chance than normal weapons of the same type.&lt;br /&gt;
*Are lead by a champion of Armok&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Goblins ====&lt;br /&gt;
Survivors of the original armies of Armok during the War of Jewelled Star, and the War of Night, now playable to allow&lt;br /&gt;
for the satisfaction of human town slaughtering the good old fashioned way, with Armokian steel!&lt;br /&gt;
&lt;br /&gt;
Mostly unchanged from the dwarf fortress version.&lt;br /&gt;
&lt;br /&gt;
==== Kobolds ====&lt;br /&gt;
Remnants of the once great civilization that dwelt beneath the worlds surface, before the entombment of Armok in his realm&lt;br /&gt;
of Empyreon, the kobolds of the known ages are mere shadows of what they once were.&lt;br /&gt;
&lt;br /&gt;
*Mostly unchanged from the dwarf fortress version.&lt;br /&gt;
*changed to have most professions and have had some changes to their relationships.&lt;br /&gt;
&lt;br /&gt;
==== High Elves ====&lt;br /&gt;
Those who survived the kin-slaying of the elves, although vastly diminished in power, continue their struggle against Armok.&lt;br /&gt;
&lt;br /&gt;
- Live in cities and have new weapons and armor (Usually made of Keen), tougher, more militaristic, but fewer in number than Wood elves.&lt;br /&gt;
&lt;br /&gt;
==== Wood Elves ====&lt;br /&gt;
After the kin-slaying, many elves forsook the war against Armok, which they saw as being unwinnable without the direct influence of The Watchers. Believing themselves cursed and at fault for the destruction of many things in the lower sphere, they now try to safeguard the life of the world against either of the warring factions. They despise Armok, but equally those who oppose him at the cost of the other creatures and spirits that walk the wilds.&lt;br /&gt;
&lt;br /&gt;
*Default elves, pretty unchanged from the normal dwarf fortress type. However, their natural affinity has drawn Nature spirits, lower lesser watchers, to guide them in protection of the forests, and have manifested themselves as great, animated trees which protect the territories of the wood elves.&lt;br /&gt;
&lt;br /&gt;
*They also no longer consume the flesh of the dead, like in the default dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves ====&lt;br /&gt;
*New weapons and Armor, that provide slightly more protection and damage, but are slightly heavier than the standard equipment. Also, they have been granted a unique weapon, known as a thunderhammer, which is a powerful dwarf constructed war hammer that competes, damage wise, with some of the two handed weapons they are unable to wield.&lt;br /&gt;
&lt;br /&gt;
*Have a new unique trap component, giant hammers.&lt;br /&gt;
*ALL dwarven embarks have access to Keen, and make their weapons and armor out of it, drastically increasing price of weapons.&lt;br /&gt;
&lt;br /&gt;
==== Humans ====&lt;br /&gt;
(AKA Stauros Humans)&lt;br /&gt;
* Have a king, like the old version, and may also have mayors as well as military leaders.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Changed ====&lt;br /&gt;
*Body (thanks to deon for the core of the system)&lt;br /&gt;
**Totally new body structure and system! More joints to snap, separation of organs etc. (90% done!) Special body system for certain creatures, such as vampires.&lt;br /&gt;
***Some creatures still use old body tokens and not the new body system. Fish and other creatures are also not included in the body system update&lt;br /&gt;
*Many megabeasts have been buffed, and colossus's and titans given the ability to use weapons.&lt;br /&gt;
*Many power creatures and demons now use weapons which they will drop on death as a reward.&lt;br /&gt;
*Most megabeasts now drop rewards for killing them, that fits into the backstory.&lt;br /&gt;
*Evil creatures, like goblins and vampires, that are mainly nocturnal have been given cave adaption to represent their hatred of the sun.&lt;br /&gt;
===== Megabeasts =====&lt;br /&gt;
*Giant Cave Spiders&lt;br /&gt;
**now mountable&lt;br /&gt;
**have received an upgrade to 8EYES, rather than 2EYES&lt;br /&gt;
**Cut down in number&lt;br /&gt;
&lt;br /&gt;
*Dragons&lt;br /&gt;
**now mountable&lt;br /&gt;
**been made fliers, and have received 2 wings.&lt;br /&gt;
**Can learn, can speak!&lt;br /&gt;
**Have had more armor added to them!&lt;br /&gt;
&lt;br /&gt;
===== Fanciful =====&lt;br /&gt;
*Hydra&lt;br /&gt;
**New body structure - can survive more than one head decapitation&lt;br /&gt;
**More armor&lt;br /&gt;
&lt;br /&gt;
*Ettin&lt;br /&gt;
**New body structure - can survive more than one head decapitation&lt;br /&gt;
&lt;br /&gt;
===== Power Creatures =====&lt;br /&gt;
*Spirit of Fire&lt;br /&gt;
**Should appear more, and are now a [POWER]&lt;br /&gt;
&lt;br /&gt;
*Demons&lt;br /&gt;
**Changed body structure&lt;br /&gt;
**Frog demons and normal demons now use weapons&lt;br /&gt;
&lt;br /&gt;
===== Misc Creatures =====&lt;br /&gt;
*Giant Eagle&lt;br /&gt;
**Changed to use a bodygloss : TALON&lt;br /&gt;
&lt;br /&gt;
*Giant bats&lt;br /&gt;
**Now have a blood suck ability!&lt;br /&gt;
&lt;br /&gt;
*Satyrs&lt;br /&gt;
**now NATURAL&lt;br /&gt;
&lt;br /&gt;
*Unicorns&lt;br /&gt;
**now NATURAL&lt;br /&gt;
&lt;br /&gt;
*Other various creatures in standard and sub changed to be trainable and mountable.&lt;br /&gt;
*Numerous tag changes, too many to list to already existing creatures, mostly just fixing things i thought were missing.&lt;br /&gt;
&lt;br /&gt;
==== New ====&lt;br /&gt;
Creatures completely new from Vanilla.&lt;br /&gt;
===== Power Creatures =====&lt;br /&gt;
*Demon Prince - A servant of Armok, who is deemed worthy enough, unites his spirit and a demons to attain almost godlike power, to further Armoks cause.&lt;br /&gt;
*Wraith-King - A creature whose mortal soul has been devoured or enslaved to Armok becomes a wraith. The most powerful of these soul thralls eventually find service as one of Armoks most fearsome enemies.&lt;br /&gt;
*Forest Spirit - A lesser watcher who serves the forests of world, taking the physical form of a giant treant. They guard the enclaves of their most loyal servants, the wood elves.&lt;br /&gt;
*Possessed Sorceror - A Sorceror of Armok who has attained the highest of Daemonic Magik, and has managed to combine their soul with that of a demon. They have immense magical powers.&lt;br /&gt;
*Nosferatu - One of the original sires of all vampire kind, these ancient beings are supernaturally powerful and deadly, even more so than that of their lesser kind.&lt;br /&gt;
*Spirits Of Fire - Lesser demons of Armok that survived the cataclysm. Many have taken control of the remnants of Armoks forces.&lt;br /&gt;
*Blood Dragon - Dragons that entered a pact with Armok, and helped destroyed the Star Jewel and the rest of their race. They are mutated to extreme levels by this demonic influence, sporting 3 heads. Many rogue elements of Armok flock to these creatures.&lt;br /&gt;
&lt;br /&gt;
===== Megabeasts =====&lt;br /&gt;
*Black Dragon - 1st generation dragons, rendered insane by the Star jewels demise. Lingering in shadows, they have lost the ability to fly but have grown in size and their blood itself has turned into a potent poison.&lt;br /&gt;
*Lesser Dragon - 2nd generation dragons, born after the Starjweles demise, and therefore lacking the majority of its powers it granted to their kin. Cannot fly, or breathe fire and is smaller!&lt;br /&gt;
*Steel Colossus - A colossus, one of the old races. This one however, is made of steel rather than bronze. Armed with a deadly, giant weapon.&lt;br /&gt;
*Insane Wizard War Titan - Giant machines once made to serve the wizards to combat the giant creatures engineered by Armok. With the controlling star-jewel destroyed, they now wander the land, mindlessly killing all in their way.&lt;br /&gt;
*Roc - giant mythical birds, fathers of the lesser creature, the giant eagle. Forced out of their homes by the destruction of their homes in the cataclysm of Armoks downfall, the survivors now take up life in the new world.&lt;br /&gt;
&lt;br /&gt;
===== Fanciful Creatures =====&lt;br /&gt;
*Chimera - Corpses said to be in close proximity to demonic influence or a collection undead spirit can be warped and molded into these horrific creatures.&lt;br /&gt;
*Centaur - A noble creature, older even than the elves.&lt;br /&gt;
*Griffon - Another survivor from an age past, griffons are one of the few creatures of the first age to still survive in any number.&lt;br /&gt;
*Gorgon - Humans who have unwittingly become hosts to one of the many lesser demonic spirits of the world. They can drain blood and have the ability to petrify all who look upon them'&lt;br /&gt;
*Basilisk  - A giant lizard from one of the first ages. It has the ability to petrify all who look directly into its eyes&lt;br /&gt;
&lt;br /&gt;
===== Misc Critters =====&lt;br /&gt;
*Sirens - A Vile relative of the harpy. It can permanently hypnotize an enemy with its song, before devouring them.&lt;br /&gt;
*Shades - In the age of darkness, many spirits could not ascend to the higher planes. These spirits formed roving bands of shades, with only revenge on their minds.&lt;br /&gt;
*Wraiths - A wraith is a spirit without substance, a blank negative energy. how wraiths are created is not known, but they are highly dangerous.&lt;br /&gt;
*Giant Lizards - A giant lizard, common in the savage areas of the world.&lt;br /&gt;
*Giant Snakes - Giant serpents, whos speedy ambush can take many by surprise. Highly venomous.&lt;br /&gt;
*Squigs - bizarre creatures,related to fungi, who are domesticated by cave dwelling species much like cows are by the overland species. Can give a nasty bite.&lt;br /&gt;
*Giant Hunting Spiders - lesser relatives of the giant cave spider. Luckily, they still show an aversion to light. They cannot spin webs, and their poison is not as strong.&lt;br /&gt;
*Giant Magma Spiders - A powerful creature of Armok. Although rarely encountered, the giant magma spider is one of the deadliest 'natural' creatures known to civilization. Can breathe fire.&lt;br /&gt;
*Scarab Swarms (Flying and non flying) - Vicious, evil beetles capable of swarming any creature like land piranhas, ripping its flesh from its bones it seconds.&lt;br /&gt;
*Giant Scarabs - Giant versions of its smaller cousins. Thankfully, these do not come in large swarms.&lt;br /&gt;
*Vampire bats - Vicious swarms of bats with a difference - they prefer sentient flesh to fruit!&lt;br /&gt;
*Sorcerors (wilderness, not affiliated with faction) - Rogue sorcerers, cast out by whatever group they belonged to.&lt;br /&gt;
*Feral Orcs - Fragments of Armoks Army that have not heeded any call of servitude.&lt;br /&gt;
*Feral Goblins - Fragments of Armoks Army that have not heeded any call of servitude.&lt;br /&gt;
*Nightstalkers - Fearsome crossbreeds that escaped Armoks halls - a cross between the dreaded spider and Armoks own tentacle demons. They have the added ability of being nigh invisible until they strike.&lt;br /&gt;
*Swans, Geese and their giant variants. - Self-explanatory. Used by good races like high elves and wood elves as a means of transport for the nobles amongst them.&lt;br /&gt;
*Fire drakes - Relatives of dragons, who not having the level of sentience of their larger relatives, have not beeen affected by the fall of the star jewel. They live in the desert areas of the world, where they are a top natural predator.&lt;br /&gt;
*Rock and Gem Men - Relatives of the Iron Men. Their origins are unknown.&lt;br /&gt;
*Evil treants - Treants which have succumbed to evil forces.&lt;br /&gt;
*Dryads and Evil Dryads - lesser tree spirits, related to treants and their tainted brethren.&lt;br /&gt;
*Swamp Trolls - Trolls that have escaped Armoks servitude, and have adapted to their new habits. Their wide diet leads them to have a highly corrosive acid in their stomachs, which they can use as a powerful projectile weapon.&lt;br /&gt;
*Mountain Trolls - The most ancient of trolls eventually became mountain trolls, and lay dormant in the mountains until the end of the age of strife. These creatures are much larger than normal by almost a third, and have skin as hard as rock. Semimegabeast.&lt;br /&gt;
*Palemen - Vicious demons, whose origins are lost to time. They have powerful psychic and close combat abilities. Common in bedtime stories across Oram, where they are infamous for the luring of children into their dens before consuming them. (base donated by hishan, modified by Deathbane)&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
*Tortureboxes&lt;br /&gt;
*Severed Heads&lt;br /&gt;
*Skeletons&lt;br /&gt;
*Other types of toy axe&lt;br /&gt;
*Wizard books and crystals for wizards&lt;br /&gt;
*Toy swords for eastern human civilization&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
*Plump helmets now take 2x as long to grow, and gives 3, not found in dry areas.&lt;br /&gt;
&lt;br /&gt;
3 Evil plants - Blood Reed, Blood Grass and Blood Orchids&lt;br /&gt;
1 Good plant - Star Orchid&lt;br /&gt;
1 New tree - Barrel Cactus&lt;br /&gt;
&lt;br /&gt;
Blood Reed - Dry biomes. Millable into Blood Reed Dye, and brew-able into Blood Spirits.&lt;br /&gt;
Blood Grass - Wet biomes. Millable into Blood Grass Dye, and brew-able into Blood Beer.&lt;br /&gt;
Blood Orchids - Wet biomes. Millable into Blood Orchid Dye, and brew-able into Blood Essence.&lt;br /&gt;
Star Orchid - Wet Biomes. Millable into Star Dye, and brew-able into Star Wine.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
==== Stone ====&lt;br /&gt;
*Woadstone - The death of the star jewel and the intense rain of material lead to the concentration of much of the star jewels power being locked away. Some of this material contains high pockets of mana, and formed powerful crystal deposits named woadstone, due to the first discovery of the blue crystal seemingly the colorr of woad. It is a tightly controlled secret what each crystal does - although there are 5 known types of woadstone.&lt;br /&gt;
**Purple Woadstone - Lethal. Combusts when exposed to air in its raw state, unmined is safe.&lt;br /&gt;
**Red Woadstone - Appears from the raws to be lethal.&lt;br /&gt;
**Green Woadstone - Used in the production of Wraithbone, Jadeiron, and Jadebronze.&lt;br /&gt;
**Blue Woadstone - Produces 6 units of fuel per processed stone.&lt;br /&gt;
**White woadstone - (Doesn't appear to be in game)&lt;br /&gt;
*Anthracite - Produces 4 units of fuel when processed.&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
*Dragonstone - Found in diamond clusters (Super valuable, not as much as star shard)&lt;br /&gt;
*Starshard -Found in diamond clusters (Super valuable)&lt;br /&gt;
&lt;br /&gt;
==== Metals ====&lt;br /&gt;
*Mithril - DEEP material&lt;br /&gt;
*Impure mithril - mithril that has been contaminated by surrounding rock.&lt;br /&gt;
*Keen - an alloy of impure mithril and Steel&lt;br /&gt;
*Jadebronze and Jadeiron - elemnts combined with magical woadstone to improve their effectiveness!&lt;br /&gt;
*Wraithbone - A metal made by enchanting the bones of the dead with magical woadstone, the result is a macabre metal that is stronger than bronze, but less than iron.&lt;br /&gt;
*Dragonsteel- A mythical metal even rarer than mithril or adamantine. It is the result of the compressed soul of a dragon, and can only be obtained by killing the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When playing fortress mode, it's recommended (unofficially) to disable playing as civs you aren't interested in playing at the time, as they will send 'hamlet liaison's, among other things, rather than merchants guild representatives. Additionally, it's thought that they will not siege you.&amp;lt;sup&amp;gt;(Need to check)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''This page was made without permission of the mod's creator. If you made Chaos Reigns and would like for this page to be removed, please do so rather than get miffed. Otherwise, give this mod a shot, definitely adds a bit of flavor.''&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Ark_Project/Animals/Birds&amp;diff=231599</id>
		<title>Modification:Ark Project/Animals/Birds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Ark_Project/Animals/Birds&amp;diff=231599"/>
		<updated>2017-06-23T20:49:29Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Bucerotidae (Hornbills) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Palaeognathae (ratites and tinamous)==&lt;br /&gt;
===Struthioniformes (ostrich-like birds)===&lt;br /&gt;
Moa http://en.wikipedia.org/wiki/Moa (Extinct after 1400. Consider leaving out elephant bird as some moa were larger but otherwise similar animals.)&lt;br /&gt;
&lt;br /&gt;
Ostrich http://en.wikipedia.org/wiki/Ostrich&lt;br /&gt;
&lt;br /&gt;
Kiwi http://en.wikipedia.org/wiki/Kiwi&lt;br /&gt;
&lt;br /&gt;
===Casuariiformes (cassowary-like birds)===&lt;br /&gt;
Emu http://en.wikipedia.org/wiki/Emu&lt;br /&gt;
&lt;br /&gt;
Cassowary http://en.wikipedia.org/wiki/Cassowary&lt;br /&gt;
&lt;br /&gt;
===Rheiformes (rheas)===&lt;br /&gt;
Rhea http://en.wikipedia.org/wiki/Rhea_(bird)&lt;br /&gt;
&lt;br /&gt;
===Tinamiformes (tinamous)===&lt;br /&gt;
Tinamou http://en.wikipedia.org/wiki/Tinamou&lt;br /&gt;
&lt;br /&gt;
==Accipitriformes (hawks, vultures, and eagles)==&lt;br /&gt;
===Accipitridae===&lt;br /&gt;
====Accipitrinae (true hawks)====&lt;br /&gt;
Hawk http://en.wikipedia.org/wiki/Hawk&lt;br /&gt;
&lt;br /&gt;
Goshawk http://en.wikipedia.org/wiki/Northern_Goshawk&lt;br /&gt;
&lt;br /&gt;
====Aegypiinae (Old World vultures)====&lt;br /&gt;
Black vulture http://en.wikipedia.org/wiki/Cinereous_Vulture&lt;br /&gt;
&lt;br /&gt;
Bearded vulture http://en.wikipedia.org/wiki/Bearded_Vulture&lt;br /&gt;
&lt;br /&gt;
====Buteoninae (buzzards, true eagles, and sea eagles)====&lt;br /&gt;
;True eagles (''Aquila'')&lt;br /&gt;
:Golden eagle http://en.wikipedia.org/wiki/Golden_Eagle ''(a symbol of the Roman Republic/Empire)''&lt;br /&gt;
:Long-crested eagle http://en.wikipedia.org/wiki/Long-crested_Eagle&lt;br /&gt;
:[[Giant eagle]] http://en.wikipedia.org/wiki/Haast's_Eagle '''(already included)'''&lt;br /&gt;
:Little eagle http://en.wikipedia.org/wiki/Little_Eagle&lt;br /&gt;
:Rufous-bellied eagle http://en.wikipedia.org/wiki/Rufous-bellied_Eagle&lt;br /&gt;
:Steppe eagle http://en.wikipedia.org/wiki/Steppe_Eagle&lt;br /&gt;
&lt;br /&gt;
;Sea eagles (''Haliaeetus'')&lt;br /&gt;
:Bald eagle http://en.wikipedia.org/wiki/Bald_Eagle ''(national animal of the United States)''&lt;br /&gt;
:White-bellied sea-eagle http://en.wikipedia.org/wiki/White-bellied_Sea-eagle ''(could just be called &amp;quot;sea eagle&amp;quot;)''&lt;br /&gt;
:White-tailed eagle http://en.wikipedia.org/wiki/White-tailed_Eagle&lt;br /&gt;
&lt;br /&gt;
;Martial eagles (''Polemaetus'')&lt;br /&gt;
:Martial eagle http://en.wikipedia.org/wiki/Martial_Eagle ''(a rather large eagle)''&lt;br /&gt;
&lt;br /&gt;
;Crowned eagles (''Stephanoaetus'')&lt;br /&gt;
:Crowned eagle http://en.wikipedia.org/wiki/Crowned_Eagle ''(another rather large eagle, this one eats monkeys, antelopes, and monitor lizards)''&lt;br /&gt;
&lt;br /&gt;
;Harpy eagles (''Harpia'')&lt;br /&gt;
:Harpy eagle http://en.wikipedia.org/wiki/Harpy_Eagle ''(Lives in the tropical rainforest and eats sloths and monkeys. Is the national animal of Panama, and inspired Fawkes the Phoenix in the Harry Potter movies.)&lt;br /&gt;
&lt;br /&gt;
;Philippine eagles (''Pithecophaga'')&lt;br /&gt;
:Monkey-eating eagle http://en.wikipedia.org/wiki/Philippine_Eagle ''(another large eagle; it lives in tropical forests and mountains. Eats flying lemurs, civets, pigs and small dogs)''&lt;br /&gt;
&lt;br /&gt;
;Old-world Buzzards and North American hawks (''Buteo'')&lt;br /&gt;
:Red-tailed hawk http://en.wikipedia.org/wiki/Red-tailed_Hawk ''(iconic of the &amp;quot;Old West&amp;quot;, almost every western film has a Red-tailed hawk cry to help set the stage. It lives in almost all biomes in North and Central America and the West Indies.)''&lt;br /&gt;
:Common buzzard http://en.wikipedia.org/wiki/Common_Buzzard&lt;br /&gt;
:Long-legged buzzard http://en.wikipedia.org/wiki/Long-legged_Buzzard&lt;br /&gt;
:Ferruginous hawk http://en.wikipedia.org/wiki/Ferruginous_Hawk ''(any hawk with &amp;quot;iron&amp;quot; in its name should be in DF)''&lt;br /&gt;
:Upland buzzard http://en.wikipedia.org/wiki/Upland_Buzzard&lt;br /&gt;
:Mountain buzzard http://en.wikipedia.org/wiki/Mountain_Buzzard&lt;br /&gt;
:Jackel buzzard http://en.wikipedia.org/wiki/Jackal_Buzzard ''(lives in mountains, grasslands, and savanna)''&lt;br /&gt;
&lt;br /&gt;
;Harris hawks (''Parabuteo'')&lt;br /&gt;
:Harris hawk http://en.wikipedia.org/wiki/Harris%27s_Hawk ''(hunts in packs. May be called &amp;quot;dusky hawk&amp;quot; to avoid problematic &amp;quot;Harris&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
;South Asian buzzards (''Butastur'')&lt;br /&gt;
:''these smallish buzzards eat mostly &amp;quot;vermin&amp;quot;''&lt;br /&gt;
:Grasshopper buzzard http://en.wikipedia.org/wiki/Grasshopper_Buzzard&lt;br /&gt;
&lt;br /&gt;
;Grey hawks (''Leucopternis'')&lt;br /&gt;
:''These are &amp;quot;neotropical&amp;quot; (ie, South and Central American) hawks''&lt;br /&gt;
:Semiplumbeous hawk http://en.wikipedia.org/wiki/Semiplumbeous_Hawk ''(Like the Ferrubinous hawk, but this time with &amp;quot;lead&amp;quot;)''&lt;br /&gt;
:White hawk http://en.wikipedia.org/wiki/White_Hawk&lt;br /&gt;
&lt;br /&gt;
;Black-collard hawks (''Busarellus'')&lt;br /&gt;
:Black-collard hawk http://en.wikipedia.org/wiki/Black-collared_Hawk ''(This hawk lives in moist forests and swamps, and eats mostly fish. Could just be called &amp;quot;swamp hawk&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
====Circaetinae (snake-eagles)====&lt;br /&gt;
Snake-eagle http://en.wikipedia.org/wiki/Circaetinae&lt;br /&gt;
&lt;br /&gt;
====Circinae (harriers)====&lt;br /&gt;
Harrier http://en.wikipedia.org/wiki/Harrier_(bird)&lt;br /&gt;
&lt;br /&gt;
====Elaninae (elanid kites)====&lt;br /&gt;
Kite http://en.wikipedia.org/wiki/Elanid_kite&lt;br /&gt;
&lt;br /&gt;
====Perninae (honey buzzards)====&lt;br /&gt;
Baza http://en.wikipedia.org/wiki/Aviceda&lt;br /&gt;
&lt;br /&gt;
Buzzard http://en.wikipedia.org/wiki/Common_Buzzard&lt;br /&gt;
&lt;br /&gt;
Honey buzzard http://en.wikipedia.org/wiki/Honey_Buzzard&lt;br /&gt;
&lt;br /&gt;
====Milvinae (non-elanid kites)====&lt;br /&gt;
Bat hawk http://en.wikipedia.org/wiki/Bat_Hawk&lt;br /&gt;
&lt;br /&gt;
===Cathartidae (New World vultures)===&lt;br /&gt;
Condor http://en.wikipedia.org/wiki/California_Condor&lt;br /&gt;
&lt;br /&gt;
King vulture http://en.wikipedia.org/wiki/King_Vulture&lt;br /&gt;
&lt;br /&gt;
Turkey vulture http://en.wikipedia.org/wiki/Turkey_Vulture&lt;br /&gt;
&lt;br /&gt;
===Pandionidae (ospreys)===&lt;br /&gt;
Osprey http://en.wikipedia.org/wiki/Osprey&lt;br /&gt;
&lt;br /&gt;
===Sagittariidae (secretarybirds)===&lt;br /&gt;
Secretarybird http://en.wikipedia.org/wiki/Secretarybird&lt;br /&gt;
&lt;br /&gt;
==Falconiformes (falcon-like birds)==&lt;br /&gt;
Striated Caracara http://en.wikipedia.org/wiki/Striated_Caracara&lt;br /&gt;
&lt;br /&gt;
==Anseriformes (screamers and waterfowl)==&lt;br /&gt;
===Anhimidae (screamers)===&lt;br /&gt;
Screamer http://en.wikipedia.org/wiki/Screamer&lt;br /&gt;
&lt;br /&gt;
===Anseranatidae (magpie geese)===&lt;br /&gt;
Magpie goose http://en.wikipedia.org/wiki/Magpie_Goose&lt;br /&gt;
&lt;br /&gt;
===Anatidae (ducks, geese, and swans)===&lt;br /&gt;
====Anatinae (dabbling ducks)====&lt;br /&gt;
Mallard http://en.wikipedia.org/wiki/Mallard&lt;br /&gt;
&lt;br /&gt;
Pacific black duck* http://en.wikipedia.org/wiki/Pacific_Black_Duck&lt;br /&gt;
&lt;br /&gt;
Spectacled duck / Bronze-winged duck http://en.wikipedia.org/wiki/Bronze-winged_Duck&lt;br /&gt;
&lt;br /&gt;
====Aythyinae (diving ducks)====&lt;br /&gt;
Pink-headed duck http://en.wikipedia.org/wiki/Pink-headed_Duck&lt;br /&gt;
&lt;br /&gt;
====Merginae (seaducks)====&lt;br /&gt;
&lt;br /&gt;
====Tadorninae (shelducks and shelgeese)====&lt;br /&gt;
&lt;br /&gt;
====Anserinae (swans and geese)====&lt;br /&gt;
Mute swan http://en.wikipedia.org/wiki/Mute_Swan&lt;br /&gt;
&lt;br /&gt;
Black swan http://en.wikipedia.org/wiki/Black_Swan&lt;br /&gt;
&lt;br /&gt;
Black-necked swan http://en.wikipedia.org/wiki/Black-necked_Swan&lt;br /&gt;
&lt;br /&gt;
Trumpeter swan http://en.wikipedia.org/wiki/Trumpeter_Swan&lt;br /&gt;
&lt;br /&gt;
Graylag goose http://en.wikipedia.org/wiki/Greylag_Goose&lt;br /&gt;
&lt;br /&gt;
Ross's goose* http://en.wikipedia.org/wiki/Ross's_Goose&lt;br /&gt;
&lt;br /&gt;
Brant goose http://en.wikipedia.org/wiki/Brant_Goose&lt;br /&gt;
&lt;br /&gt;
Cackling goose http://en.wikipedia.org/wiki/Cackling_Goose&lt;br /&gt;
&lt;br /&gt;
Red-breasted goose http://en.wikipedia.org/wiki/Red-breasted_Goose&lt;br /&gt;
&lt;br /&gt;
====Dendrocygninae (whistling ducks)====&lt;br /&gt;
Whistling duck http://en.wikipedia.org/wiki/Dendrocygninae&lt;br /&gt;
&lt;br /&gt;
====Stictionettinae, Oxyurinae, Thalassorninae, Plectropterinae====&lt;br /&gt;
Freckled duck http://en.wikipedia.org/wiki/Freckled_Duck&lt;br /&gt;
&lt;br /&gt;
White-backed duck http://en.wikipedia.org/wiki/White-backed_Duck&lt;br /&gt;
&lt;br /&gt;
Spur-winged goose http://en.wikipedia.org/wiki/Spur-winged_Goose&lt;br /&gt;
&lt;br /&gt;
Mandarin duck* http://en.wikipedia.org/wiki/Mandarin_Duck&lt;br /&gt;
&lt;br /&gt;
Wood duck http://en.wikipedia.org/wiki/Wood_Duck&lt;br /&gt;
&lt;br /&gt;
==Galliformes (gamefowl)==&lt;br /&gt;
===Megapodiidae (mound-builders)===&lt;br /&gt;
Australian brush-turkey* http://en.wikipedia.org/wiki/Australian_Brush-turkey&lt;br /&gt;
&lt;br /&gt;
Orange-footed scrubfowl http://en.wikipedia.org/wiki/Orange-footed_Scrubfowl&lt;br /&gt;
&lt;br /&gt;
===Cracidae (chachalacas, guans, and curassows)===&lt;br /&gt;
Rusty-margined guan http://en.wikipedia.org/wiki/Rusty-margined_Guan&lt;br /&gt;
&lt;br /&gt;
Chachalaca http://en.wikipedia.org/wiki/Chachalaca&lt;br /&gt;
&lt;br /&gt;
Great curassow http://en.wikipedia.org/wiki/Great_Curassow&lt;br /&gt;
&lt;br /&gt;
Wattled curassow http://en.wikipedia.org/wiki/Wattled_Curassow&lt;br /&gt;
&lt;br /&gt;
===Odontophoridae (New World quails)===&lt;br /&gt;
Mountain quail http://en.wikipedia.org/wiki/Mountain_Quail&lt;br /&gt;
&lt;br /&gt;
Scaled quail http://en.wikipedia.org/wiki/Scaled_Quail&lt;br /&gt;
&lt;br /&gt;
California quail* http://en.wikipedia.org/wiki/California_Quail&lt;br /&gt;
&lt;br /&gt;
Gambel's quail* http://en.wikipedia.org/wiki/Gambel's_Quail&lt;br /&gt;
&lt;br /&gt;
===Numididae (guineafowl)===&lt;br /&gt;
Guineafowl http://en.wikipedia.org/wiki/Guineafowl&lt;br /&gt;
&lt;br /&gt;
===Phasianidae (pheasants and partridges)===&lt;br /&gt;
====Meleagridinae (turkeys)====&lt;br /&gt;
Wild turkey* http://en.wikipedia.org/wiki/Wild_Turkey&lt;br /&gt;
&lt;br /&gt;
Domestic turkey* http://en.wikipedia.org/wiki/Domestic_turkey&lt;br /&gt;
&lt;br /&gt;
====Perdicinae (partridges)====&lt;br /&gt;
Rock partridge http://en.wikipedia.org/wiki/Rock_Partridge&lt;br /&gt;
&lt;br /&gt;
Red-legged partridge http://en.wikipedia.org/wiki/Red-legged_Partridge&lt;br /&gt;
&lt;br /&gt;
Gray partridge http://en.wikipedia.org/wiki/Grey_Partridge&lt;br /&gt;
&lt;br /&gt;
Snowcock http://en.wikipedia.org/wiki/Snowcock&lt;br /&gt;
&lt;br /&gt;
Francolin http://en.wikipedia.org/wiki/Francolin&lt;br /&gt;
&lt;br /&gt;
====Phasianinae (pheasants, Old World quails, chickens)====&lt;br /&gt;
Quail http://en.wikipedia.org/wiki/Common_Quail&lt;br /&gt;
&lt;br /&gt;
Blue quail http://en.wikipedia.org/wiki/Asian_Blue_Quail&lt;br /&gt;
&lt;br /&gt;
Painted bush quail http://en.wikipedia.org/wiki/Painted_Bush_Quail&lt;br /&gt;
&lt;br /&gt;
Blood pheasant http://en.wikipedia.org/wiki/Blood_Pheasant&lt;br /&gt;
&lt;br /&gt;
Silver pheasant http://en.wikipedia.org/wiki/Silver_Pheasant&lt;br /&gt;
&lt;br /&gt;
Reeves's pheasant* http://en.wikipedia.org/wiki/Reeves's_Pheasant&lt;br /&gt;
&lt;br /&gt;
Common pheasant http://en.wikipedia.org/wiki/Common_Pheasant&lt;br /&gt;
&lt;br /&gt;
Golden pheasant http://en.wikipedia.org/wiki/Golden_Pheasant&lt;br /&gt;
&lt;br /&gt;
Mountain peacock-pheasant http://en.wikipedia.org/wiki/Mountain_Peacock-pheasant&lt;br /&gt;
&lt;br /&gt;
Chicken http://en.wikipedia.org/wiki/Chicken&lt;br /&gt;
&lt;br /&gt;
Western tragopan* http://en.wikipedia.org/wiki/Western_Tragopan&lt;br /&gt;
&lt;br /&gt;
Monal http://en.wikipedia.org/wiki/Monal&lt;br /&gt;
&lt;br /&gt;
Peafowl http://en.wikipedia.org/wiki/Pavo_(genus)&lt;br /&gt;
&lt;br /&gt;
Satyr tragopan http://en.wikipedia.org/wiki/Satyr_Tragopan&lt;br /&gt;
&lt;br /&gt;
====Tetraoninae (grouses)====&lt;br /&gt;
Heath hen http://en.wikipedia.org/wiki/Heath_Hen&lt;br /&gt;
&lt;br /&gt;
==Phoenicopteriformes (flamingoes)==&lt;br /&gt;
Flamingo http://en.wikipedia.org/wiki/Flamingo&lt;br /&gt;
&lt;br /&gt;
==Columbiformes (dove-like birds)==&lt;br /&gt;
Passenger pigeon http://en.wikipedia.org/wiki/Passenger_Pigeon&lt;br /&gt;
&lt;br /&gt;
Dodo http://en.wikipedia.org/wiki/Dodo&lt;br /&gt;
&lt;br /&gt;
Nicobar pigeon* http://en.wikipedia.org/wiki/Nicobar_Pigeon&lt;br /&gt;
&lt;br /&gt;
Common pigeon / Common dove http://en.wikipedia.org/wiki/Rock_Pigeon&lt;br /&gt;
&lt;br /&gt;
Wood Pigeon http://en.wikipedia.org/wiki/Common_Wood-pigeon&lt;br /&gt;
&lt;br /&gt;
Snow Pigeon http://en.wikipedia.org/wiki/Snow_Pigeon&lt;br /&gt;
&lt;br /&gt;
Turtledove http://en.wikipedia.org/wiki/Turtle_Dove Watch out for duplicates.&lt;br /&gt;
&lt;br /&gt;
Crested Pigeon http://en.wikipedia.org/wiki/Crested_Pigeon&lt;br /&gt;
&lt;br /&gt;
==Caprimulgiformes (frogmouths and nightjars)==&lt;br /&gt;
Frogmouth http://en.wikipedia.org/wiki/Frogmouth&lt;br /&gt;
&lt;br /&gt;
Standard-winged nightjar http://en.wikipedia.org/wiki/Standard-winged_Nightjar&lt;br /&gt;
&lt;br /&gt;
Oilbird http://en.wikipedia.org/wiki/Oilbird (Lives in caves.)&lt;br /&gt;
&lt;br /&gt;
Whipporwill http://en.wikipedia.org/wiki/Whip-poor-will (Awesome night bird of death!)&lt;br /&gt;
&lt;br /&gt;
==Gruiformes (crane-like birds)== &amp;lt;!--not herons--&amp;gt;&lt;br /&gt;
===Gruidae (cranes)===&lt;br /&gt;
Sandhill crane http://en.wikipedia.org/wiki/Sandhill_Crane&lt;br /&gt;
&lt;br /&gt;
Whooping crane http://en.wikipedia.org/wiki/Whooping_Crane&lt;br /&gt;
&lt;br /&gt;
Sarus Crane http://en.wikipedia.org/wiki/Sarus_Crane&lt;br /&gt;
&lt;br /&gt;
Gray crowned crane http://en.wikipedia.org/wiki/Grey_Crowned_Crane (Note that this is a gray bird with a crown, as opposed to a bird with a gray crown.)&lt;br /&gt;
&lt;br /&gt;
Red-crowned crane http://en.wikipedia.org/wiki/Red-crowned_Crane (Whereas this is a bird with a red crown.)&lt;br /&gt;
&lt;br /&gt;
===Rallidae (rails)===&lt;br /&gt;
Coot http://en.wikipedia.org/wiki/Coot&lt;br /&gt;
&lt;br /&gt;
Moorhen http://en.wikipedia.org/wiki/Moorhen&lt;br /&gt;
&lt;br /&gt;
Weka http://en.wikipedia.org/wiki/Weka&lt;br /&gt;
&lt;br /&gt;
Purple swamphen http://en.wikipedia.org/wiki/Purple_Swamphen&lt;br /&gt;
&lt;br /&gt;
Takahe http://en.wikipedia.org/wiki/Takahē&lt;br /&gt;
&lt;br /&gt;
===Otididae, Eurypygidae, Rhynochetidae, Aramidae, Psophiidae, Heliornithidae===&lt;br /&gt;
Bustard http://en.wikipedia.org/wiki/Bustard&lt;br /&gt;
&lt;br /&gt;
Sunbittern http://en.wikipedia.org/wiki/Eurypygidae&lt;br /&gt;
&lt;br /&gt;
Kagu http://en.wikipedia.org/wiki/Kagu&lt;br /&gt;
&lt;br /&gt;
Limpkin http://en.wikipedia.org/wiki/Limpkin&lt;br /&gt;
&lt;br /&gt;
Trumpeter http://en.wikipedia.org/wiki/Psophiidae&lt;br /&gt;
&lt;br /&gt;
==Sphenisciformes (penguins)==&lt;br /&gt;
Emperor penguin http://en.wikipedia.org/wiki/Emperor_Penguin&lt;br /&gt;
&lt;br /&gt;
Brush-tailed penguin http://en.wikipedia.org/wiki/Pygoscelis&lt;br /&gt;
&lt;br /&gt;
Crested penguin http://en.wikipedia.org/wiki/Crested_penguin&lt;br /&gt;
&lt;br /&gt;
Banded penguin http://en.wikipedia.org/wiki/Banded_penguin&lt;br /&gt;
&lt;br /&gt;
Yellow-eyed penguin http://en.wikipedia.org/wiki/Yellow-eyed_Penguin&lt;br /&gt;
&lt;br /&gt;
Little penguin http://en.wikipedia.org/wiki/Little_Penguin&lt;br /&gt;
&lt;br /&gt;
==Ciconiiformes (stork-like birds)==&lt;br /&gt;
Stork http://en.wikipedia.org/wiki/Stork&lt;br /&gt;
&lt;br /&gt;
Ibis http://en.wikipedia.org/wiki/Ibis&lt;br /&gt;
&lt;br /&gt;
Great blue heron http://en.wikipedia.org/wiki/Great_Blue_Heron&lt;br /&gt;
&lt;br /&gt;
==Charadriiformes (plover-like birds)==&lt;br /&gt;
Sandpiper http://en.wikipedia.org/wiki/Scolopacidae&lt;br /&gt;
&lt;br /&gt;
Curlew http://en.wikipedia.org/wiki/Curlew&lt;br /&gt;
&lt;br /&gt;
Great auk http://en.wikipedia.org/wiki/Great_Auk&lt;br /&gt;
&lt;br /&gt;
Golden plover http://en.wikipedia.org/wiki/Eurasian_Golden_Plover (Standard shorebird)&lt;br /&gt;
&lt;br /&gt;
Wrybill http://en.wikipedia.org/wiki/Wrybill (Bird with funny name, and funny beak.)&lt;br /&gt;
&lt;br /&gt;
Lapwing http://en.wikipedia.org/wiki/Northern_Lapwing (Generalised species)&lt;br /&gt;
&lt;br /&gt;
Snipe http://en.wikipedia.org/wiki/Common_Snipe (Exists, surprisingly. Possibly too large for vermin. I much prefer the alternative name &amp;quot;sky goat&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Herring gull http://en.wikipedia.org/wiki/Herring_Gull (Arguably a candidate for [CURIOUSBEAST_EATER]. Bloody thieves)&lt;br /&gt;
&lt;br /&gt;
Common gull http://en.wikipedia.org/wiki/Common_Gull (Normally I go with the more evocative name, which would be &amp;quot;mew gull&amp;quot;, however this seemed too obscure. Could possibly just be called &amp;quot;gull&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
Kittiwake http://en.wikipedia.org/wiki/Black-legged_Kittiwake (Juveniles known as tarrocks)&lt;br /&gt;
&lt;br /&gt;
Skimmer http://en.wikipedia.org/wiki/Rhynchopidae (Has a weird beak, and apparently is the only bird with slit pupils)&lt;br /&gt;
&lt;br /&gt;
Tern http://en.wikipedia.org/wiki/Common_Tern&lt;br /&gt;
&lt;br /&gt;
Sandwich tern http://en.wikipedia.org/wiki/Sandwich_Tern (Possibly problematic name)&lt;br /&gt;
&lt;br /&gt;
Puffin http://en.wikipedia.org/wiki/Atlantic_Puffin (YAY PUFFINS)&lt;br /&gt;
&lt;br /&gt;
Parakeet auklet http://en.wikipedia.org/wiki/Parakeet_Auklet (Similar to the puffin in most respects.)&lt;br /&gt;
&lt;br /&gt;
Guillemot http://en.wikipedia.org/wiki/Black_Guillemot (The &amp;quot;common guillemot&amp;quot; is not actually a guillemot, so this gets the name.)&lt;br /&gt;
&lt;br /&gt;
Razorbill http://en.wikipedia.org/wiki/Razorbill (Not as deadly as it sounds, unfortunately)&lt;br /&gt;
&lt;br /&gt;
Little auk http://en.wikipedia.org/wiki/Little_Auk&lt;br /&gt;
&lt;br /&gt;
Common murre http://en.wikipedia.org/wiki/Common_Guillemot (See &amp;quot;guillemot&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Sheathbill http://en.wikipedia.org/wiki/Sheathbill&lt;br /&gt;
&lt;br /&gt;
Oystercatcher http://en.wikipedia.org/wiki/Eurasian_Oystercatcher (Eats mussels rather than oysters)&lt;br /&gt;
&lt;br /&gt;
==Strigiformes (owls)==&lt;br /&gt;
===Strigidae (typical owls)===&lt;br /&gt;
====Bubo (horned owls and eagle-owls)====&lt;br /&gt;
Snowy owl http://en.wikipedia.org/wiki/Snowy_Owl&lt;br /&gt;
&lt;br /&gt;
Great horned owl http://en.wikipedia.org/wiki/Great_Horned_Owl&lt;br /&gt;
&lt;br /&gt;
Eagle-owl http://en.wikipedia.org/wiki/Eurasian_Eagle-owl&lt;br /&gt;
&lt;br /&gt;
Fish owl http://en.wikipedia.org/wiki/Blakiston's_Fish-owl (Largest owl.)&lt;br /&gt;
&lt;br /&gt;
====Strix (earless owls)====&lt;br /&gt;
Wood owl http://en.wikipedia.org/wiki/Strix_(genus)&lt;br /&gt;
&lt;br /&gt;
Tawny owl http://en.wikipedia.org/wiki/Tawny_Owl&lt;br /&gt;
&lt;br /&gt;
Barred owl http://en.wikipedia.org/wiki/Barred_Owl&lt;br /&gt;
&lt;br /&gt;
Great grey owl http://en.wikipedia.org/wiki/Great_Grey_Owl&lt;br /&gt;
&lt;br /&gt;
====Glaucidium (pygmy owls)====&lt;br /&gt;
Pygmy owl http://en.wikipedia.org/wiki/Eurasian_Pygmy-owl&lt;br /&gt;
&lt;br /&gt;
Jungle owlet http://en.wikipedia.org/wiki/Jungle_Owlet&lt;br /&gt;
&lt;br /&gt;
====Athene (small owls)====&lt;br /&gt;
Spotted owlet http://en.wikipedia.org/wiki/Spotted_Owlet&lt;br /&gt;
&lt;br /&gt;
Burrowing owl http://en.wikipedia.org/wiki/Burrowing_Owl&lt;br /&gt;
&lt;br /&gt;
====Ninox (hawk owls)====&lt;br /&gt;
Barking owl http://en.wikipedia.org/wiki/Barking_Owl&lt;br /&gt;
&lt;br /&gt;
Morepork http://en.wikipedia.org/wiki/Southern_Boobook&lt;br /&gt;
&lt;br /&gt;
Brown hawk owl http://en.wikipedia.org/wiki/Brown_Hawk_Owl&lt;br /&gt;
&lt;br /&gt;
====Asio (eared owls)====&lt;br /&gt;
Long-eared owl http://en.wikipedia.org/wiki/Long-eared_Owl&lt;br /&gt;
&lt;br /&gt;
Short-eared owl http://en.wikipedia.org/wiki/Short-eared_Owl&lt;br /&gt;
&lt;br /&gt;
Marsh owl http://en.wikipedia.org/wiki/Marsh_Owl&lt;br /&gt;
&lt;br /&gt;
Striped owl http://en.wikipedia.org/wiki/Striped_Owl&lt;br /&gt;
&lt;br /&gt;
====Other Strigidae====&lt;br /&gt;
Screech owl http://en.wikipedia.org/wiki/Megascops&lt;br /&gt;
&lt;br /&gt;
Scops-owl http://en.wikipedia.org/wiki/Scops-owl&lt;br /&gt;
&lt;br /&gt;
White-faced owl http://en.wikipedia.org/wiki/Ptilopsis&lt;br /&gt;
&lt;br /&gt;
Spectacled owl http://en.wikipedia.org/wiki/Spectacled_Owl&lt;br /&gt;
&lt;br /&gt;
Hawk owl http://en.wikipedia.org/wiki/Northern_Hawk_Owl&lt;br /&gt;
&lt;br /&gt;
Elf owl http://en.wikipedia.org/wiki/Elf_Owl&lt;br /&gt;
&lt;br /&gt;
Boreal owl http://en.wikipedia.org/wiki/Tengmalm's_Owl&lt;br /&gt;
&lt;br /&gt;
Laughing owl http://en.wikipedia.org/wiki/Laughing_Owl&lt;br /&gt;
&lt;br /&gt;
===Tytonidae (barn owls)===&lt;br /&gt;
Sooty owl http://en.wikipedia.org/wiki/Greater_Sooty-owl&lt;br /&gt;
&lt;br /&gt;
Masked owl http://en.wikipedia.org/wiki/Australian_Masked-owl&lt;br /&gt;
&lt;br /&gt;
Barn owl http://en.wikipedia.org/wiki/Barn_Owl&lt;br /&gt;
&lt;br /&gt;
Grass owl http://en.wikipedia.org/wiki/African_Grass-owl&lt;br /&gt;
&lt;br /&gt;
Bay owl http://en.wikipedia.org/wiki/Bay_owl&lt;br /&gt;
&lt;br /&gt;
==Psittaciformes (parrot-like birds)==&lt;br /&gt;
===Strigopidae (New Zealand parrots)===&lt;br /&gt;
Kea http://en.wikipedia.org/wiki/Kea&lt;br /&gt;
&lt;br /&gt;
Kakapo http://en.wikipedia.org/wiki/Strigopini&lt;br /&gt;
&lt;br /&gt;
===Psittacidae (true parrots)===&lt;br /&gt;
====Psittacinae (typical parrots)====&lt;br /&gt;
Budgerigar http://en.wikipedia.org/wiki/Budgerigar&lt;br /&gt;
&lt;br /&gt;
Monk parrot http://en.wikipedia.org/wiki/Quaker_parrot&lt;br /&gt;
&lt;br /&gt;
Mascarene parrot http://en.wikipedia.org/wiki/Mascarene_Parrot (Extinct after 1400)&lt;br /&gt;
&lt;br /&gt;
Vulturine parrot http://en.wikipedia.org/wiki/Psittrichadini&lt;br /&gt;
&lt;br /&gt;
Fig parrot http://en.wikipedia.org/wiki/Cyclopsittacini&lt;br /&gt;
&lt;br /&gt;
Hyacinth macaw http://en.wikipedia.org/wiki/Hyacinth_Macaw&lt;br /&gt;
&lt;br /&gt;
Military macaw http://en.wikipedia.org/wiki/Military_Macaw&lt;br /&gt;
&lt;br /&gt;
Scarlet macaw http://en.wikipedia.org/wiki/Scarlet_Macaw&lt;br /&gt;
&lt;br /&gt;
Blue-and-gold macaw http://en.wikipedia.org/wiki/Blue-and-yellow_Macaw&lt;br /&gt;
&lt;br /&gt;
Vasa parrot http://en.wikipedia.org/wiki/Vasa_Parrot&lt;br /&gt;
&lt;br /&gt;
Gray parrot http://en.wikipedia.org/wiki/African_Grey_Parrot&lt;br /&gt;
&lt;br /&gt;
Racket-tail http://en.wikipedia.org/wiki/Prioniturus&lt;br /&gt;
&lt;br /&gt;
Parakeet http://en.wikipedia.org/wiki/Psittacula&lt;br /&gt;
&lt;br /&gt;
Senegal parrot http://en.wikipedia.org/wiki/Senegal_Parrot (Rename: Grey-headed poicephalus parrot --Rainseeker)&lt;br /&gt;
&lt;br /&gt;
Hanging parrot http://en.wikipedia.org/wiki/Loriculus&lt;br /&gt;
&lt;br /&gt;
Lovebird http://en.wikipedia.org/wiki/Lovebird&lt;br /&gt;
&lt;br /&gt;
Masked lovebird http://en.wikipedia.org/wiki/Yellow-collared_Lovebird&lt;br /&gt;
&lt;br /&gt;
Rosella http://en.wikipedia.org/wiki/Platycercus&lt;br /&gt;
&lt;br /&gt;
Night parrot http://en.wikipedia.org/wiki/Night_Parrot&lt;br /&gt;
&lt;br /&gt;
====Loriinae (lories and lorikeets)====&lt;br /&gt;
Black lory http://en.wikipedia.org/wiki/Black_Lory&lt;br /&gt;
&lt;br /&gt;
Red lory http://en.wikipedia.org/wiki/Red_Lory&lt;br /&gt;
&lt;br /&gt;
Dusky lory http://en.wikipedia.org/wiki/Dusky_Lory&lt;br /&gt;
&lt;br /&gt;
Rainbow lorikeet http://en.wikipedia.org/wiki/Rainbow_Lorikeet&lt;br /&gt;
&lt;br /&gt;
Iris lorikeet http://en.wikipedia.org/wiki/Iris_Lorikeet&lt;br /&gt;
&lt;br /&gt;
===Cacatuidae (cockatoos)===&lt;br /&gt;
Palm cockatoo http://en.wikipedia.org/wiki/Probosciger&lt;br /&gt;
&lt;br /&gt;
Gang-gang cockatoo http://en.wikipedia.org/wiki/Callocephalon&lt;br /&gt;
&lt;br /&gt;
Cockatiel http://en.wikipedia.org/wiki/Nymphicus&lt;br /&gt;
&lt;br /&gt;
Galah http://en.wikipedia.org/wiki/Eolophus&lt;br /&gt;
&lt;br /&gt;
Pink cockatoo http://en.wikipedia.org/wiki/Lophochroa&lt;br /&gt;
&lt;br /&gt;
Sulphur-crested cockatoo http://en.wikipedia.org/wiki/Sulphur-crested_Cockatoo&lt;br /&gt;
&lt;br /&gt;
Corella http://en.wikipedia.org/wiki/Licmetis&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/Passeriformes#Taxonomic_list_of_Passeriformes_families Passeriformes (perching birds)]==&lt;br /&gt;
===Acanthisittidae (New Zealand wrens)===&lt;br /&gt;
Bushwren http://en.wikipedia.org/wiki/Bushwren&lt;br /&gt;
&lt;br /&gt;
===Meliphagidae (honeyeaters)===&lt;br /&gt;
Wattlebird http://en.wikipedia.org/wiki/Anthochaera&lt;br /&gt;
&lt;br /&gt;
Friarbird http://en.wikipedia.org/wiki/Philemon_%28genus%29&lt;br /&gt;
&lt;br /&gt;
Chat http://en.wikipedia.org/wiki/Epthianura&lt;br /&gt;
&lt;br /&gt;
Honeyeater http://en.wikipedia.org/wiki/Lichenostomus&lt;br /&gt;
&lt;br /&gt;
Miner http://en.wikipedia.org/wiki/Manorina&lt;br /&gt;
&lt;br /&gt;
Tui http://en.wikipedia.org/wiki/Tui_(bird)&lt;br /&gt;
&lt;br /&gt;
===Notiomystidae (stitchbird)===&lt;br /&gt;
Stitchbird http://en.wikipedia.org/wiki/Stitchbird&lt;br /&gt;
&lt;br /&gt;
===Callaeidae (New Zealand wattlebirds)===&lt;br /&gt;
Huia http://en.wikipedia.org/wiki/Huia&lt;br /&gt;
&lt;br /&gt;
Kokako http://en.wikipedia.org/wiki/Kōkako&lt;br /&gt;
&lt;br /&gt;
===Pachycephalidae (whistlers)===&lt;br /&gt;
Whitehead http://en.wikipedia.org/wiki/Mohoua&lt;br /&gt;
&lt;br /&gt;
Goldenface http://en.wikipedia.org/wiki/Goldenface&lt;br /&gt;
&lt;br /&gt;
Whistler http://en.wikipedia.org/wiki/Pachycephala&lt;br /&gt;
&lt;br /&gt;
Shrike-thrush http://en.wikipedia.org/wiki/Shrike-thrush&lt;br /&gt;
&lt;br /&gt;
Pitohui http://en.wikipedia.org/wiki/Pitohui&lt;br /&gt;
&lt;br /&gt;
===Rhipiduridae (fantails)===&lt;br /&gt;
Fantail http://en.wikipedia.org/wiki/Fantail&lt;br /&gt;
&lt;br /&gt;
===Corvidae (crows)===&lt;br /&gt;
[[Blue jay]] http://en.wikipedia.org/wiki/Blue_Jay '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
===Cardinalidae (cardinals)===&lt;br /&gt;
[[Cardinal]] http://en.wikipedia.org/wiki/Northern_Cardinal '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
===Icteridae (icterids)===&lt;br /&gt;
[[Grackle|Common grackle]] http://en.wikipedia.org/wiki/Common_Grackle '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Red-winged blackbird]] http://en.wikipedia.org/wiki/Red-winged_Blackbird '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
===Oriolidae (orioles)===&lt;br /&gt;
[[Oriole]] http://en.wikipedia.org/wiki/Oriole '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
==Apodiformes (swifts and hummingbirds)==&lt;br /&gt;
===Apodidae (swifts)===&lt;br /&gt;
Swift http://en.wikipedia.org/wiki/Common_Swift&lt;br /&gt;
&lt;br /&gt;
Swiftlet http://en.wikipedia.org/wiki/Swiftlet (Lives in caves. Certain species make the nests used in bird's nest soup.)&lt;br /&gt;
&lt;br /&gt;
===Trochilidae (hummingbirds)===&lt;br /&gt;
Hummingbird http://en.wikipedia.org/wiki/Trochilinae&lt;br /&gt;
&lt;br /&gt;
Hermit http://en.wikipedia.org/wiki/Hermit_(hummingbird)&lt;br /&gt;
&lt;br /&gt;
==Gaviformes (loons and divers)==&lt;br /&gt;
Black-throated loon http://en.wikipedia.org/wiki/Black-throated_Loon&lt;br /&gt;
&lt;br /&gt;
Common loon http://en.wikipedia.org/wiki/Great_Northern_Loon&lt;br /&gt;
&lt;br /&gt;
==Podicipediformes (grebes)==&lt;br /&gt;
Little grebe http://en.wikipedia.org/wiki/Little_Grebe &lt;br /&gt;
&lt;br /&gt;
Black-necked grebe http://en.wikipedia.org/wiki/Black-necked_Grebe (This is what I think of when I hear &amp;quot;grebe&amp;quot; although it's rather atypical. Apparently one of the most inefficient fliers on earth)&lt;br /&gt;
&lt;br /&gt;
Great grebe http://en.wikipedia.org/wiki/Great_Grebe&lt;br /&gt;
&lt;br /&gt;
Silvery grebe http://en.wikipedia.org/wiki/Silvery_Grebe&lt;br /&gt;
&lt;br /&gt;
==Procellariiformes (albatrosses and petrels)==&lt;br /&gt;
Wandering albatross http://en.wikipedia.org/wiki/Wandering_Albatross (The big'un)&lt;br /&gt;
&lt;br /&gt;
Royal albatross http://en.wikipedia.org/wiki/Northern_Royal_Albatross (Northern and southern varieties exist, but it is unclear whether they represent subspecies or not. This is an amalgamation)&lt;br /&gt;
&lt;br /&gt;
Black-footed albatross http://en.wikipedia.org/wiki/Black-footed_Albatross (Arguably &amp;quot;black albatross&amp;quot; is more accurate, but there are sometimes white individuals, so I guess that's out)&lt;br /&gt;
&lt;br /&gt;
Storm-petrel http://en.wikipedia.org/wiki/European_Storm-petrel (There are many varieties, but I prefer the generic name, sans any modifiers)&lt;br /&gt;
&lt;br /&gt;
Diving-petrel http://en.wikipedia.org/wiki/Pelecanoididae (&amp;quot;There are four very similar species all in the family Pelecanoididae and genus ''Pelecanoides'' Lacépède, 1799, distinguished only by small differences in the coloration of their plumage and their bill construction&amp;quot; Excellent. Means I get to knock off early)&lt;br /&gt;
&lt;br /&gt;
Broad-billed prion http://en.wikipedia.org/wiki/Broad-billed_Prion&lt;br /&gt;
&lt;br /&gt;
Blue petrel http://en.wikipedia.org/wiki/Blue_Petrel (More accurately called a prion, but never mind)&lt;br /&gt;
&lt;br /&gt;
Giant petrel http://en.wikipedia.org/wiki/Macronectes&lt;br /&gt;
&lt;br /&gt;
Shearwater http://en.wikipedia.org/wiki/Shearwater (Generalised creature, based on the smaller genus ''Puffinus'')&lt;br /&gt;
&lt;br /&gt;
Gadfly petrel http://en.wikipedia.org/wiki/Gadfly_petrel (A bunch of these. Take your pick.)&lt;br /&gt;
&lt;br /&gt;
==Pelicaniformes (pelicans, cormorants and allies)==&lt;br /&gt;
Great white pelican http://en.wikipedia.org/wiki/Great_White_Pelican (Ought to give players a fright, if the game window is too narrow to display &amp;quot;pelican&amp;quot; and simply shows a &amp;quot;Great White&amp;quot; hanging out in a pond)&lt;br /&gt;
&lt;br /&gt;
Brown pelican http://en.wikipedia.org/wiki/Brown_Pelican &lt;br /&gt;
&lt;br /&gt;
Pink-backed pelican http://en.wikipedia.org/wiki/Pink-backed_Pelican (Chosen to add a bit of colour)&lt;br /&gt;
&lt;br /&gt;
Magnificent frigatebird http://en.wikipedia.org/wiki/Magnificent_Frigatebird (Frigatebirds are mostly all the same, so I went with the one with the best name.)&lt;br /&gt;
&lt;br /&gt;
Gannet http://en.wikipedia.org/wiki/Northern_Gannet (Generalised species)&lt;br /&gt;
&lt;br /&gt;
Blue-footed booby http://en.wikipedia.org/wiki/Blue-footed_Booby&lt;br /&gt;
&lt;br /&gt;
Masked booby http://en.wikipedia.org/wiki/Masked_Booby (Largest booby. Hee hee)&lt;br /&gt;
&lt;br /&gt;
Red-footed booby http://en.wikipedia.org/wiki/Red-footed_Booby (Smallest booby (But perfectly formed))&lt;br /&gt;
&lt;br /&gt;
Snakebird http://en.wikipedia.org/wiki/Darter (Has numerous names, including &amp;quot;Anhinga&amp;quot; and &amp;quot;Darter&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Flightless cormorant http://en.wikipedia.org/wiki/Flightless_Cormorant (Largest cormorant. Accurate name.)&lt;br /&gt;
&lt;br /&gt;
Spectacled cormorant http://en.wikipedia.org/wiki/Spectacled_Cormorant (Similar to above, but could apparently fly poorly. Recently (1700s) extinct. Rather tasty, apparently)&lt;br /&gt;
&lt;br /&gt;
Imperial shag http://en.wikipedia.org/wiki/Imperial_Shag (Note that shag/cormorant is interchangeable)&lt;br /&gt;
&lt;br /&gt;
Great cormorant http://en.wikipedia.org/wiki/Great_Cormorant (Found inland, as well as on the coast in many regions. A generic kind of cormorant)&lt;br /&gt;
&lt;br /&gt;
Green shag http://en.wikipedia.org/wiki/European_Shag (Combination of the names &amp;quot;Shag&amp;quot; and &amp;quot;Green Cormorant&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Little cormorant http://en.wikipedia.org/wiki/Little_Cormorant (Tropical species - used for fishing.)&lt;br /&gt;
&lt;br /&gt;
==Phaethontiformes (tropicbirds)==&lt;br /&gt;
Tropicbird http://en.wikipedia.org/wiki/Red-billed_Tropicbird (There are only three species of bird in this entire order and I felt it would be strange to be so detailed about them. This is based on the red-billed tropicbird, because that had the nicest picture)&lt;br /&gt;
&lt;br /&gt;
==Pteroclidiformes (sandgrouse)==&lt;br /&gt;
Double-banded sandgrouse http://en.wikipedia.org/wiki/Double-banded_Sandgrouse (Sandgrouse are not related to regular grouse)&lt;br /&gt;
&lt;br /&gt;
Black-bellied sandgrouse http://en.wikipedia.org/wiki/Black-bellied_Sandgrouse&lt;br /&gt;
&lt;br /&gt;
Chesnut-bellied sandgrouse http://en.wikipedia.org/wiki/Chestnut-bellied_Sandgrouse&lt;br /&gt;
&lt;br /&gt;
==Piciformes (woodpecker-like birds)==&lt;br /&gt;
===Picidae (woodpeckers)===&lt;br /&gt;
Hairy woodpecker http://en.wikipedia.org/wiki/Hairy_Woodpecker&lt;br /&gt;
&lt;br /&gt;
Great Spotted woodpecker http://en.wikipedia.org/wiki/Great_Spotted_Woodpecker&lt;br /&gt;
&lt;br /&gt;
Three-toed woodpecker http://en.wikipedia.org/wiki/Three-toed_woodpecker&lt;br /&gt;
&lt;br /&gt;
Gila woodpecker http://en.wikipedia.org/wiki/Gila_Woodpecker&lt;br /&gt;
&lt;br /&gt;
Ground woodpecker http://en.wikipedia.org/wiki/Ground_Woodpecker&lt;br /&gt;
&lt;br /&gt;
Red-breasted wryneck http://en.wikipedia.org/wiki/Rufous-necked_Wryneck&lt;br /&gt;
&lt;br /&gt;
Common flameback http://en.wikipedia.org/wiki/Black-rumped_Flameback&lt;br /&gt;
&lt;br /&gt;
===Indicatoridae (honeyguides)===&lt;br /&gt;
Honeyguide http://en.wikipedia.org/wiki/Indicatoridae&lt;br /&gt;
&lt;br /&gt;
===Ramphastidae (toucans)===&lt;br /&gt;
Black-billed mountain toucan http://en.wikipedia.org/wiki/Black-billed_Mountain-toucan&lt;br /&gt;
&lt;br /&gt;
White-throated toucan http://en.wikipedia.org/wiki/White-throated_Toucan&lt;br /&gt;
&lt;br /&gt;
Emerald toucanet http://en.wikipedia.org/wiki/Emerald_Toucanet&lt;br /&gt;
&lt;br /&gt;
==Cuculiformes (Cuckoos and allies)==&lt;br /&gt;
&lt;br /&gt;
===Musophagidae (Turacos)===&lt;br /&gt;
Green Turaco http://en.wikipedia.org/wiki/Green_Turaco&lt;br /&gt;
&lt;br /&gt;
Violet Turaco http://en.wikipedia.org/wiki/Violet_Turaco&lt;br /&gt;
&lt;br /&gt;
Go-Away-Bird http://en.wikipedia.org/wiki/White-bellied_Go-away-bird Generalised species from this genus.&lt;br /&gt;
&lt;br /&gt;
Great Blue Turaco http://en.wikipedia.org/wiki/Great_Blue_Turaco&lt;br /&gt;
&lt;br /&gt;
===Cuculidae (Cuckoos and Roadrunners)===&lt;br /&gt;
&lt;br /&gt;
Great Spotted Cuckoo http://en.wikipedia.org/wiki/Great_Spotted_Cuckoo&lt;br /&gt;
&lt;br /&gt;
Common Cuckoo http://en.wikipedia.org/wiki/Common_Cuckoo&lt;br /&gt;
&lt;br /&gt;
Greater Roadrunner http://en.wikipedia.org/wiki/Greater_Roadrunner&lt;br /&gt;
&lt;br /&gt;
Lesser Roadrunner http://en.wikipedia.org/wiki/Lesser_Roadrunner&lt;br /&gt;
&lt;br /&gt;
Ani http://en.wikipedia.org/wiki/Ani_(bird)&lt;br /&gt;
&lt;br /&gt;
Guira Cuckoo http://en.wikipedia.org/wiki/Guira_Cuckoo Sounds like a place-specific name, but isn't. Named after the instrument, perhaps?&lt;br /&gt;
&lt;br /&gt;
Coucal http://en.wikipedia.org/wiki/Coucal Generalised species.&lt;br /&gt;
&lt;br /&gt;
===Opisthocomidae (Hoatzin)===&lt;br /&gt;
&lt;br /&gt;
Hoatzin http://en.wikipedia.org/wiki/Opisthocomidae Don't forget the claws on the babies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Coraciiformes (Kingfishers and allies)==&lt;br /&gt;
&lt;br /&gt;
===Bucerotidae (Hornbills)===&lt;br /&gt;
&lt;br /&gt;
Great Hornbill http://en.wikipedia.org/wiki/Great_Hornbill&lt;br /&gt;
&lt;br /&gt;
Rhinoceros Hornbill http://en.wikipedia.org/wiki/Rhinoceros_Hornbill&lt;br /&gt;
&lt;br /&gt;
White-crowned Hornbill http://en.wikipedia.org/wiki/White-crowned_Hornbill&lt;br /&gt;
&lt;br /&gt;
Helmeted Hornbill http://en.wikipedia.org/wiki/Helmeted_Hornbill Do check out the Wikipedia page. There's a wonderfully terrifying picture. Apparently its beak contains enough ivory to carve figurines from. &lt;br /&gt;
&lt;br /&gt;
===Upupidae (Hoopoe)===&lt;br /&gt;
&lt;br /&gt;
Hoopoe http://en.wikipedia.org/wiki/Upupidae Only one species. Hoopoe is plural, like sheep, I think. There is a giant extinct species, but wiki is not specific about its size.&lt;br /&gt;
&lt;br /&gt;
===Phoeniculidae (Woodhoopoes)===&lt;br /&gt;
&lt;br /&gt;
Green Wood Hoopoe http://en.wikipedia.org/wiki/Green_Woodhoopoe There are a lot more species of woodhoopoe than conventional hoopoe, for some reason. This species has a whole load of colours, despite its name.&lt;br /&gt;
&lt;br /&gt;
White-headed Wood Hoopoe http://www.camacdonald.com/birding/White-headedWoodhoopoe(PHH).jpg&lt;br /&gt;
&lt;br /&gt;
Scimitar-bill http://en.wikipedia.org/wiki/Common_Scimitar-bill Considerably less terrifying than it sounds.&lt;br /&gt;
&lt;br /&gt;
===Coraciidae + Brachypteraciidae  (Rollers and Ground Rollers)===&lt;br /&gt;
&lt;br /&gt;
Roller http://en.wikipedia.org/wiki/Coraciidae Finding rollers with names that make sense is hard&lt;br /&gt;
&lt;br /&gt;
Ground Roller http://en.wikipedia.org/wiki/Brachypteraciidae &lt;br /&gt;
&lt;br /&gt;
===Meropidae (Bee-eater)===&lt;br /&gt;
&lt;br /&gt;
Bearded Bee-Eater http://en.wikipedia.org/wiki/Nyctyornis Destined to be a popular pet!&lt;br /&gt;
&lt;br /&gt;
Bee-Eater http://en.wikipedia.org/wiki/European_Bee-eater&lt;br /&gt;
&lt;br /&gt;
Green Bee-Eater http://en.wikipedia.org/wiki/Green_Bee-eater&lt;br /&gt;
&lt;br /&gt;
===Todidae (Tody)===&lt;br /&gt;
&lt;br /&gt;
Tody http://en.wikipedia.org/wiki/Todidae No, not a typo&lt;br /&gt;
&lt;br /&gt;
===Momotidae (Motmots)===&lt;br /&gt;
&lt;br /&gt;
Motmot http://en.wikipedia.org/wiki/Momotidae&lt;br /&gt;
&lt;br /&gt;
===Alcedinidae (River Kingfishers)===&lt;br /&gt;
&lt;br /&gt;
Common Kingfisher http://en.wikipedia.org/wiki/Common_Kingfisher&lt;br /&gt;
&lt;br /&gt;
Azure Kingfisher http://en.wikipedia.org/wiki/Azure_Kingfisher&lt;br /&gt;
&lt;br /&gt;
Silvery Kingfisher http://www.birdwatch.ph/html/gallery/skingfisher1.html&lt;br /&gt;
&lt;br /&gt;
Little Kingfisher http://en.wikipedia.org/wiki/Little_Kingfisher&lt;br /&gt;
&lt;br /&gt;
Dwarf Kingfisher http://en.wikipedia.org/wiki/Oriental_Dwarf_Kingfisher Problematic name, but it's so luridly coloured I couldn't resist including it&lt;br /&gt;
&lt;br /&gt;
===Halcyonidae (Wood Kingfishers)===&lt;br /&gt;
&lt;br /&gt;
Kookaburra http://en.wikipedia.org/wiki/Laughing_Kookaburra&lt;br /&gt;
&lt;br /&gt;
===Cerylidae (Water Kingfishers)===&lt;br /&gt;
&lt;br /&gt;
Greater Kingfisher http://en.wikipedia.org/wiki/Giant_Kingfisher&lt;br /&gt;
&lt;br /&gt;
Green Kingfisher http://en.wikipedia.org/wiki/Green_Kingfisher&lt;br /&gt;
&lt;br /&gt;
Pied Kingfisher http://en.wikipedia.org/wiki/Pied_Kingfisher&lt;br /&gt;
&lt;br /&gt;
Crested Kingfisher http://en.wikipedia.org/wiki/Crested_Kingfisher&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Ark_Project/Animals/Arthropods/Insects&amp;diff=231598</id>
		<title>Modification:Ark Project/Animals/Arthropods/Insects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Ark_Project/Animals/Arthropods/Insects&amp;diff=231598"/>
		<updated>2017-06-23T20:49:25Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Hesperiidae (skippers) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Palaeoptera (non-folding-wing insects)=&lt;br /&gt;
==Ephemeroptera (mayflies)==&lt;br /&gt;
Small mayfly http://en.wikipedia.org/wiki/Baetidae&lt;br /&gt;
&lt;br /&gt;
Flat-headed mayfly http://en.wikipedia.org/wiki/Heptageniidae&lt;br /&gt;
&lt;br /&gt;
Prong-gilled mayfly http://en.wikipedia.org/wiki/Leptophlebiidae&lt;br /&gt;
&lt;br /&gt;
Burrowing mayfly http://en.wikipedia.org/wiki/Ephemeridae&lt;br /&gt;
&lt;br /&gt;
Spiny crawler mayfly http://en.wikipedia.org/wiki/Ephemerellidae&lt;br /&gt;
&lt;br /&gt;
Small squaregill mayfly http://en.wikipedia.org/wiki/Caenidae&lt;br /&gt;
&lt;br /&gt;
==Odonata (dragonflies and damselflies)==&lt;br /&gt;
===Anisoptera (dragonflies)===&lt;br /&gt;
Dragonfly http://en.wikipedia.org/wiki/Dragonfly&lt;br /&gt;
&lt;br /&gt;
===Zygoptera (damselflies)===&lt;br /&gt;
Damselfly http://en.wikipedia.org/wiki/Damselfly&lt;br /&gt;
&lt;br /&gt;
=Neoptera (flexible-winged insects)=&lt;br /&gt;
==Blattaria (cockroaches)==&lt;br /&gt;
Green banana cockroach http://en.wikipedia.org/wiki/Green_banana_cockroach&lt;br /&gt;
&lt;br /&gt;
Hissing cockroach http://en.wikipedia.org/wiki/Madagascar_hissing_cockroach&lt;br /&gt;
&lt;br /&gt;
Brown-banded cockroach http://en.wikipedia.org/wiki/Brown-banded_cockroach&lt;br /&gt;
&lt;br /&gt;
Wood cockroach http://en.wikipedia.org/wiki/Pennsylvania_wood_cockroach&lt;br /&gt;
&lt;br /&gt;
Water cockroach http://en.wikipedia.org/wiki/Oriental_cockroach&lt;br /&gt;
&lt;br /&gt;
Brown cockroach http://en.wikipedia.org/wiki/Brown_cockroach&lt;br /&gt;
&lt;br /&gt;
Desert cockroach http://en.wikipedia.org/wiki/Desert_cockroach&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/List_of_subgroups_of_the_order_Coleoptera Coleoptera (beetles)]==&lt;br /&gt;
===Adephaga===&lt;br /&gt;
====Carabidae (ground beetles)====&lt;br /&gt;
Bombardier beetle http://en.wikipedia.org/wiki/Bombardier_beetle&lt;br /&gt;
&lt;br /&gt;
Tiger beetle http://en.wikipedia.org/wiki/Tiger_beetle&lt;br /&gt;
&lt;br /&gt;
Sun beetle http://en.wikipedia.org/wiki/Amara&lt;br /&gt;
&lt;br /&gt;
Blue ground beetle http://en.wikipedia.org/wiki/Blue_ground_beetle&lt;br /&gt;
&lt;br /&gt;
Golden ground beetle http://en.wikipedia.org/wiki/Golden_ground_beetle&lt;br /&gt;
&lt;br /&gt;
====Dytiscidae (predaceous diving beetles)====&lt;br /&gt;
Diving beetle http://en.wikipedia.org/wiki/Dytiscidae&lt;br /&gt;
&lt;br /&gt;
====Gyrinidae (whirligig beetles)====&lt;br /&gt;
Whirligig beetle http://en.wikipedia.org/wiki/Whirligig_beetle&lt;br /&gt;
&lt;br /&gt;
===Archostemata===&lt;br /&gt;
====Hydroscaphidae (skiff beetles)====&lt;br /&gt;
Skiff beetle http://en.wikipedia.org/wiki/Hydroscaphidae&lt;br /&gt;
&lt;br /&gt;
===Myxophaga===&lt;br /&gt;
No interesting families.&lt;br /&gt;
&lt;br /&gt;
===Polyphaga===&lt;br /&gt;
====Anobiidae (wood-borer beetles)====&lt;br /&gt;
Wood-borer beetle http://en.wikipedia.org/wiki/Anobiidae&lt;br /&gt;
&lt;br /&gt;
====Bostrichidae (auger beetles)====&lt;br /&gt;
Auger beetle http://en.wikipedia.org/wiki/Bostrichidae&lt;br /&gt;
&lt;br /&gt;
====Dermestidae (skin beetles)====&lt;br /&gt;
Skin beetle http://en.wikipedia.org/wiki/Dermestidae&lt;br /&gt;
&lt;br /&gt;
====Cerambycidae (longhorn beetles)====&lt;br /&gt;
Longhorn beetle http://en.wikipedia.org/wiki/Longhorn_beetle&lt;br /&gt;
&lt;br /&gt;
====Chrysomelidae (leaf beetles)====&lt;br /&gt;
Leaf beetle http://en.wikipedia.org/wiki/Leaf_beetle&lt;br /&gt;
&lt;br /&gt;
====Cleridae (checkered beetles)====&lt;br /&gt;
Checkered beetle http://en.wikipedia.org/wiki/Cleridae&lt;br /&gt;
&lt;br /&gt;
====Coccinellidae (ladybugs)====&lt;br /&gt;
Ladybug http://en.wikipedia.org/wiki/Coccinellidae&lt;br /&gt;
&lt;br /&gt;
====Cucujidae (flat bark beetles)====&lt;br /&gt;
Flat bark beetle http://en.wikipedia.org/wiki/Cucujidae&lt;br /&gt;
&lt;br /&gt;
====Endomychidae (handsome fungus beetles)====&lt;br /&gt;
Handsome fungus beetle http://en.wikipedia.org/wiki/Endomychidae&lt;br /&gt;
&lt;br /&gt;
====Erotylidae (pleasing fungus beetles)====&lt;br /&gt;
Pleasing fungus beetle http://en.wikipedia.org/wiki/Erotylidae&lt;br /&gt;
&lt;br /&gt;
====Nitidulidae (sap beetles)====&lt;br /&gt;
Sap beetle http://en.wikipedia.org/wiki/Sap_beetle&lt;br /&gt;
&lt;br /&gt;
====Anthribidae (fungus weevils)====&lt;br /&gt;
Fungus weevil http://en.wikipedia.org/wiki/Anthribidae&lt;br /&gt;
&lt;br /&gt;
====Attelabidae (leaf-rolling weevils)====&lt;br /&gt;
Leaf-rolling weevil http://en.wikipedia.org/wiki/Attelabidae&lt;br /&gt;
&lt;br /&gt;
====Curculionidae (weevils)====&lt;br /&gt;
Weevil http://en.wikipedia.org/wiki/Curculionidae&lt;br /&gt;
&lt;br /&gt;
====Meloidae (blister beetles)====&lt;br /&gt;
Blister beetle http://en.wikipedia.org/wiki/Blister_beetle (Secretes contact poison that causes blistering.)&lt;br /&gt;
&lt;br /&gt;
====Mordellidae (tumbling flower beetles)====&lt;br /&gt;
Tumbling flower beetle http://en.wikipedia.org/wiki/Mordellidae&lt;br /&gt;
&lt;br /&gt;
====Pyrochroidae (fire-coloured beetles)====&lt;br /&gt;
Fire-colored beetle http://en.wikipedia.org/wiki/Fire-coloured_beetle&lt;br /&gt;
&lt;br /&gt;
====Ripiphoridae (wedge-shaped beetles)====&lt;br /&gt;
Wedge-shaped beetle http://en.wikipedia.org/wiki/Ripiphoridae (Parasitic.)&lt;br /&gt;
&lt;br /&gt;
====Tenebrionidae (darkling beetles)====&lt;br /&gt;
Darkling beetle http://en.wikipedia.org/wiki/Darkling_beetle&lt;br /&gt;
&lt;br /&gt;
====Zopherinae (ironclad beetles)====&lt;br /&gt;
Ironclad beetle http://en.wikipedia.org/wiki/Zopherinae&lt;br /&gt;
&lt;br /&gt;
====Buprestidae (jewel beetles)====&lt;br /&gt;
Jewel beetle http://en.wikipedia.org/wiki/Buprestidae&lt;br /&gt;
&lt;br /&gt;
====Heteroceridae (variegated mud-loving beetles)====&lt;br /&gt;
Variegated mud-loving beetle http://en.wikipedia.org/wiki/Heteroceridae&lt;br /&gt;
&lt;br /&gt;
====Psephenidae (water-penny beetles)====&lt;br /&gt;
Water-penny beetle http://en.wikipedia.org/wiki/Water-penny_beetles&lt;br /&gt;
&lt;br /&gt;
====Cantharidae (soldier beetles)====&lt;br /&gt;
Soldier beetle http://en.wikipedia.org/wiki/Soldier_beetle&lt;br /&gt;
&lt;br /&gt;
====Elateridae (click beetles)====&lt;br /&gt;
Click beetle http://en.wikipedia.org/wiki/Click_beetle&lt;br /&gt;
&lt;br /&gt;
====Lampyridae (fireflies)====&lt;br /&gt;
[[Firefly]] http://en.wikipedia.org/wiki/Firefly '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
====Lycidae (net-winged beetles)====&lt;br /&gt;
Net-winged beetle http://en.wikipedia.org/wiki/Lycidae&lt;br /&gt;
&lt;br /&gt;
====Phengodidae (glowworm beetles)====&lt;br /&gt;
Glowworm beetle http://en.wikipedia.org/wiki/Phengodidae (Glowworms are the larvae.)&lt;br /&gt;
&lt;br /&gt;
====Geotrupidae (dor beetles)====&lt;br /&gt;
Dor beetle http://en.wikipedia.org/wiki/Geotrupidae (Deep burrows.)&lt;br /&gt;
&lt;br /&gt;
====Lucanidae (stag beetles)====&lt;br /&gt;
Stag beetle http://en.wikipedia.org/wiki/Stag_beetle&lt;br /&gt;
&lt;br /&gt;
====Passalidae (bess beetles)====&lt;br /&gt;
Bess beetle http://en.wikipedia.org/wiki/Passalidae&lt;br /&gt;
&lt;br /&gt;
====Pleocomidae (rain beetles)====&lt;br /&gt;
Rain beetle http://en.wikipedia.org/wiki/Rain_beetle&lt;br /&gt;
&lt;br /&gt;
====Scarabaeidae (scarab beetles)====&lt;br /&gt;
Flower chafer beetle http://en.wikipedia.org/wiki/Flower_chafer&lt;br /&gt;
&lt;br /&gt;
Rhinoceros beetle http://en.wikipedia.org/wiki/Rhinoceros_beetle&lt;br /&gt;
&lt;br /&gt;
Cockchafer beetle http://en.wikipedia.org/wiki/Cockchafer (Could go with &amp;quot;spang beetle&amp;quot; for a more G-rated name.)&lt;br /&gt;
&lt;br /&gt;
Summer beetle http://en.wikipedia.org/wiki/Cotinis_nitida&lt;br /&gt;
&lt;br /&gt;
Dung beetle http://en.wikipedia.org/wiki/Scarabaeinae&lt;br /&gt;
&lt;br /&gt;
Bee beetle http://en.wikipedia.org/wiki/Bee_beetle&lt;br /&gt;
&lt;br /&gt;
====Trogidae (hide beetles)====&lt;br /&gt;
Hide beetle http://en.wikipedia.org/wiki/Trogidae&lt;br /&gt;
&lt;br /&gt;
====Histeridae (clown beetles)====&lt;br /&gt;
Clown beetle http://en.wikipedia.org/wiki/Histeridae&lt;br /&gt;
&lt;br /&gt;
====Hydrophilidae (water scavenger beetles)====&lt;br /&gt;
Water scavenger beetle http://en.wikipedia.org/wiki/Hydrophilidae&lt;br /&gt;
&lt;br /&gt;
====Leiodidae (round fungus beetles)====&lt;br /&gt;
Round fungus beetle http://en.wikipedia.org/wiki/Leiodidae&lt;br /&gt;
&lt;br /&gt;
Amber cave beetle http://en.wikipedia.org/wiki/Leptodirus_hochenwartii&lt;br /&gt;
&lt;br /&gt;
====Silphidae (carrion beetles)====&lt;br /&gt;
Carrion beetle http://en.wikipedia.org/wiki/Silphidae&lt;br /&gt;
&lt;br /&gt;
====Staphylinidae (rove beetles)====&lt;br /&gt;
Rove beetle http://en.wikipedia.org/wiki/Rove_beetle&lt;br /&gt;
&lt;br /&gt;
==Dermaptera (earwigs)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/List_of_families_of_Diptera Diptera (flies)]==&lt;br /&gt;
===Nematocera (mosquitoes, crane flies, gnats, and midges)===&lt;br /&gt;
Phantom midge http://en.wikipedia.org/wiki/Chaoboridae&lt;br /&gt;
&lt;br /&gt;
Mosquito http://en.wikipedia.org/wiki/Mosquito&lt;br /&gt;
&lt;br /&gt;
Solitary midge http://en.wikipedia.org/wiki/Thaumaleidae&lt;br /&gt;
&lt;br /&gt;
Black fly http://en.wikipedia.org/wiki/Black_fly&lt;br /&gt;
&lt;br /&gt;
Biting midge http://en.wikipedia.org/wiki/Ceratopogonidae&lt;br /&gt;
&lt;br /&gt;
Wood gnat http://en.wikipedia.org/wiki/Anisopodidae&lt;br /&gt;
&lt;br /&gt;
March fly http://en.wikipedia.org/wiki/Bibionidae&lt;br /&gt;
&lt;br /&gt;
Gall gnat http://en.wikipedia.org/wiki/Cecidomyiidae&lt;br /&gt;
&lt;br /&gt;
Fungus gnat http://en.wikipedia.org/wiki/Mycetophilidae&lt;br /&gt;
&lt;br /&gt;
Moth fly http://en.wikipedia.org/wiki/Psychodidae&lt;br /&gt;
&lt;br /&gt;
Dung midge http://en.wikipedia.org/wiki/Scatopsidae&lt;br /&gt;
&lt;br /&gt;
Long-bodied crane fly http://en.wikipedia.org/wiki/Cylindrotomidae&lt;br /&gt;
&lt;br /&gt;
Snow fly http://en.wikipedia.org/wiki/Chionea (Flightless, has antifreeze in its blood.)&lt;br /&gt;
&lt;br /&gt;
Hairy-eyed crane fly http://en.wikipedia.org/wiki/Pediciidae&lt;br /&gt;
&lt;br /&gt;
Crane fly http://en.wikipedia.org/wiki/Crane_fly&lt;br /&gt;
&lt;br /&gt;
===Brachycera (other flies)===&lt;br /&gt;
====Asilomorpha====&lt;br /&gt;
Flower-loving fly http://en.wikipedia.org/wiki/Apiocera&lt;br /&gt;
&lt;br /&gt;
Robber fly http://en.wikipedia.org/wiki/Asilidae&lt;br /&gt;
&lt;br /&gt;
Bee fly http://en.wikipedia.org/wiki/Bombyliidae&lt;br /&gt;
&lt;br /&gt;
Stiletto fly http://en.wikipedia.org/wiki/Therevidae&lt;br /&gt;
&lt;br /&gt;
Dance fly http://en.wikipedia.org/wiki/Hybotidae&lt;br /&gt;
&lt;br /&gt;
Long-legged fly http://en.wikipedia.org/wiki/Dolichopodidae&lt;br /&gt;
&lt;br /&gt;
Dagger fly http://en.wikipedia.org/wiki/Empididae&lt;br /&gt;
&lt;br /&gt;
Small-headed fly http://en.wikipedia.org/wiki/Acroceridae&lt;br /&gt;
&lt;br /&gt;
====Muscomorpha====&lt;br /&gt;
Scuttle fly http://en.wikipedia.org/wiki/Phoridae&lt;br /&gt;
&lt;br /&gt;
Spear-winged fly http://en.wikipedia.org/wiki/Lonchopteridae&lt;br /&gt;
&lt;br /&gt;
Flat-footed fly http://en.wikipedia.org/wiki/Platypezidae&lt;br /&gt;
&lt;br /&gt;
Hoverfly http://en.wikipedia.org/wiki/Hoverfly&lt;br /&gt;
&lt;br /&gt;
Thick-headed fly http://en.wikipedia.org/wiki/Conopidae&lt;br /&gt;
&lt;br /&gt;
Lance fly http://en.wikipedia.org/wiki/Lonchaeidae&lt;br /&gt;
&lt;br /&gt;
Cheese fly http://en.wikipedia.org/wiki/Cheese_fly (Responsible for the famously disgusting ''casu marzu.'')&lt;br /&gt;
&lt;br /&gt;
Signal fly http://en.wikipedia.org/wiki/Platystomatidae&lt;br /&gt;
&lt;br /&gt;
Peacock fly http://en.wikipedia.org/wiki/Tephritidae&lt;br /&gt;
&lt;br /&gt;
Picture-winged fly http://en.wikipedia.org/wiki/Picture-winged_fly&lt;br /&gt;
&lt;br /&gt;
Stilt-legged fly http://en.wikipedia.org/wiki/Micropezidae&lt;br /&gt;
&lt;br /&gt;
Stalk-eyed fly http://en.wikipedia.org/wiki/Stalk-eyed_fly (Freaky looking, even for an insect.)&lt;br /&gt;
&lt;br /&gt;
Kelp fly http://en.wikipedia.org/wiki/Coelopidae&lt;br /&gt;
&lt;br /&gt;
Ensign fly http://en.wikipedia.org/wiki/Sepsidae&lt;br /&gt;
&lt;br /&gt;
Marsh fly http://en.wikipedia.org/wiki/Sciomyzidae&lt;br /&gt;
&lt;br /&gt;
Beetle fly http://en.wikipedia.org/wiki/Celyphidae&lt;br /&gt;
&lt;br /&gt;
Leaf-miner fly http://en.wikipedia.org/wiki/Agromyzidae&lt;br /&gt;
&lt;br /&gt;
Shore fly http://en.wikipedia.org/wiki/Ephydridae&lt;br /&gt;
&lt;br /&gt;
Fruit fly http://en.wikipedia.org/wiki/Drosophila&lt;br /&gt;
&lt;br /&gt;
Grass fly http://en.wikipedia.org/wiki/Chloropidae&lt;br /&gt;
&lt;br /&gt;
Housefly http://en.wikipedia.org/wiki/Muscidae&lt;br /&gt;
&lt;br /&gt;
Dung fly http://en.wikipedia.org/wiki/Scathophagidae&lt;br /&gt;
&lt;br /&gt;
Blowfly http://en.wikipedia.org/wiki/Calliphoridae&lt;br /&gt;
&lt;br /&gt;
Botfly http://en.wikipedia.org/wiki/Botfly (Lays eggs in human flesh!)&lt;br /&gt;
&lt;br /&gt;
Flesh fly http://en.wikipedia.org/wiki/Flesh-fly&lt;br /&gt;
&lt;br /&gt;
Tachinid fly http://en.wikipedia.org/wiki/Tachinidae&lt;br /&gt;
&lt;br /&gt;
Tsetse fly http://en.wikipedia.org/wiki/Tsetse_fly&lt;br /&gt;
&lt;br /&gt;
Louse fly http://en.wikipedia.org/wiki/Hippoboscidae&lt;br /&gt;
&lt;br /&gt;
====Stratiomyomorpha====&lt;br /&gt;
Timber fly http://en.wikipedia.org/wiki/Pantophthalmidae&lt;br /&gt;
&lt;br /&gt;
Soldier fly http://en.wikipedia.org/wiki/Stratiomyidae&lt;br /&gt;
&lt;br /&gt;
====Tabanomorpha====&lt;br /&gt;
Snipe fly http://en.wikipedia.org/wiki/Rhagionidae&lt;br /&gt;
&lt;br /&gt;
Deer fly http://en.wikipedia.org/wiki/Deer_fly&lt;br /&gt;
&lt;br /&gt;
Marsh horsefly http://en.wikipedia.org/wiki/Tabanus_autumnalis&lt;br /&gt;
&lt;br /&gt;
Pale horsefly http://en.wikipedia.org/wiki/Tabanus_bovinus&lt;br /&gt;
&lt;br /&gt;
Striped horsefly http://en.wikipedia.org/wiki/Tabanus_lineola&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/Hymenoptera Hymenoptera (wasps, bees, ants, and sawflies)]==&lt;br /&gt;
===Apocrita (wasps, bees, ants)===&lt;br /&gt;
====Andrenidae (mason bees)====&lt;br /&gt;
Sand bee http://en.wikipedia.org/wiki/Andrena&lt;br /&gt;
&lt;br /&gt;
====Apidae (various bees)====&lt;br /&gt;
Digger bee http://en.wikipedia.org/wiki/Anthophorini&lt;br /&gt;
&lt;br /&gt;
Honeybee http://en.wikipedia.org/wiki/Honey_bee&lt;br /&gt;
&lt;br /&gt;
Bumblebee http://en.wikipedia.org/wiki/Bumblebee&lt;br /&gt;
&lt;br /&gt;
Orchid bee http://en.wikipedia.org/wiki/Euglossini (Atypical bee, often NOT eusocial.)&lt;br /&gt;
&lt;br /&gt;
Stingless bee http://en.wikipedia.org/wiki/Stingless_bee&lt;br /&gt;
&lt;br /&gt;
Cuckoo bee http://en.wikipedia.org/wiki/Nomadinae (Wasp-like in appearance.)&lt;br /&gt;
&lt;br /&gt;
Carpenter bee http://en.wikipedia.org/wiki/Carpenter_bee&lt;br /&gt;
&lt;br /&gt;
====Colletidae (plasterer bees)====&lt;br /&gt;
Plasterer bee http://en.wikipedia.org/wiki/Colletidae&lt;br /&gt;
&lt;br /&gt;
====Halictidae (sweat bees)====&lt;br /&gt;
Sweat bee http://en.wikipedia.org/wiki/Halictidae&lt;br /&gt;
&lt;br /&gt;
====Megachilidae (leafcutter bees)====&lt;br /&gt;
Leafcutter bee http://en.wikipedia.org/wiki/Megachile&lt;br /&gt;
&lt;br /&gt;
Mason bee http://en.wikipedia.org/wiki/Mason_bee&lt;br /&gt;
&lt;br /&gt;
====Ampulicidae (cockroach wasps)====&lt;br /&gt;
Cockroach wasp http://en.wikipedia.org/wiki/Ampulicidae&lt;br /&gt;
&lt;br /&gt;
====Crabronidae (various wasps)====&lt;br /&gt;
Sand wasp http://en.wikipedia.org/wiki/Sand_wasp&lt;br /&gt;
&lt;br /&gt;
Cicada killer wasp http://en.wikipedia.org/wiki/Sphecius&lt;br /&gt;
&lt;br /&gt;
Aphid wasp http://en.wikipedia.org/wiki/Pemphredoninae&lt;br /&gt;
&lt;br /&gt;
Weevil wasp http://en.wikipedia.org/wiki/Cerceris&lt;br /&gt;
&lt;br /&gt;
Beewolf http://en.wikipedia.org/wiki/Beewolf&lt;br /&gt;
&lt;br /&gt;
====Sphecidae (digger wasps)====&lt;br /&gt;
Mud dauber http://en.wikipedia.org/wiki/Sceliphron&lt;br /&gt;
&lt;br /&gt;
Digger wasp http://en.wikipedia.org/wiki/Digger_wasp&lt;br /&gt;
&lt;br /&gt;
====Chrysididae (cuckoo wasps)====&lt;br /&gt;
Cuckoo wasp http://en.wikipedia.org/wiki/Chrysidinae&lt;br /&gt;
&lt;br /&gt;
====Formicidae (ants)====&lt;br /&gt;
Erratic ant http://en.wikipedia.org/wiki/Erratic_ant&lt;br /&gt;
&lt;br /&gt;
Coconut ant http://en.wikipedia.org/wiki/Tapinoma_sessile&lt;br /&gt;
&lt;br /&gt;
Driver ant http://en.wikipedia.org/wiki/Dorylus&lt;br /&gt;
&lt;br /&gt;
Army ant http://en.wikipedia.org/wiki/Eciton&lt;br /&gt;
&lt;br /&gt;
Carpenter ant http://en.wikipedia.org/wiki/Carpenter_ant&lt;br /&gt;
&lt;br /&gt;
Mound ant http://en.wikipedia.org/wiki/Allegheny_mound_ant&lt;br /&gt;
&lt;br /&gt;
Black ant http://en.wikipedia.org/wiki/Formica_fusca&lt;br /&gt;
&lt;br /&gt;
Horse ant http://en.wikipedia.org/wiki/Formica_rufa&lt;br /&gt;
&lt;br /&gt;
Slavemaker ant http://en.wikipedia.org/wiki/Formica_sanguinea&lt;br /&gt;
&lt;br /&gt;
Slave-raider ant http://en.wikipedia.org/wiki/Polyergus&lt;br /&gt;
&lt;br /&gt;
Yellow crazy ant http://en.wikipedia.org/wiki/Yellow_crazy_ant&lt;br /&gt;
&lt;br /&gt;
Yellow meadow ant http://en.wikipedia.org/wiki/Yellow_meadow_ant&lt;br /&gt;
&lt;br /&gt;
Black garden ant http://en.wikipedia.org/wiki/Black_garden_ant&lt;br /&gt;
&lt;br /&gt;
Weaver ant http://en.wikipedia.org/wiki/Weaver_ant&lt;br /&gt;
&lt;br /&gt;
Crazy ant http://en.wikipedia.org/wiki/Paratrechina&lt;br /&gt;
&lt;br /&gt;
Bulldog ant http://en.wikipedia.org/wiki/Myrmecia&lt;br /&gt;
&lt;br /&gt;
Leafcutter ant http://en.wikipedia.org/wiki/Leafcutter_ant&lt;br /&gt;
&lt;br /&gt;
Acrobat ant http://en.wikipedia.org/wiki/Crematogaster_ashmeadi&lt;br /&gt;
&lt;br /&gt;
Harvester ant http://en.wikipedia.org/wiki/Pogonomyrmex&lt;br /&gt;
&lt;br /&gt;
Red ant http://en.wikipedia.org/wiki/Myrmica_rubra&lt;br /&gt;
&lt;br /&gt;
Pharaoh ant* http://en.wikipedia.org/wiki/Pharaoh_ant&lt;br /&gt;
&lt;br /&gt;
Marauder ant http://en.wikipedia.org/wiki/Pheidologeton&lt;br /&gt;
&lt;br /&gt;
Fire ant http://en.wikipedia.org/wiki/Fire_ant&lt;br /&gt;
&lt;br /&gt;
Bullet ant http://en.wikipedia.org/wiki/Paraponera (Insanely painful sting used in rite of passage for warriors.)&lt;br /&gt;
&lt;br /&gt;
Jumping ant http://en.wikipedia.org/wiki/Harpegnathos_saltator (Less social than most ants.)&lt;br /&gt;
&lt;br /&gt;
Trap-jaw ant http://en.wikipedia.org/wiki/Odontomachus (Fastest jaws in the animal kingdom.)&lt;br /&gt;
&lt;br /&gt;
====Mutillidae (velvet ants)====&lt;br /&gt;
Velvet ant http://en.wikipedia.org/wiki/Mutillidae&lt;br /&gt;
&lt;br /&gt;
====Pompilidae (spider wasps)====&lt;br /&gt;
Tarantula hawk http://en.wikipedia.org/wiki/Tarantula_hawk (Extremely painful sting.)&lt;br /&gt;
&lt;br /&gt;
====Tiphiidae (flower wasps)====&lt;br /&gt;
Flower wasp http://en.wikipedia.org/wiki/Tiphiidae&lt;br /&gt;
&lt;br /&gt;
====Vespidae (various wasps)====&lt;br /&gt;
Potter wasp http://en.wikipedia.org/wiki/Potter_wasp&lt;br /&gt;
&lt;br /&gt;
Pollen wasp http://en.wikipedia.org/wiki/Pollen_wasp&lt;br /&gt;
&lt;br /&gt;
Paper wasp http://en.wikipedia.org/wiki/Polistinae&lt;br /&gt;
&lt;br /&gt;
Bald-faced hornet http://en.wikipedia.org/wiki/Bald-faced_hornet&lt;br /&gt;
&lt;br /&gt;
Tiger hornet http://en.wikipedia.org/wiki/Asian_giant_hornet (Article mentioned name &amp;quot;tiger-head bee.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Brown hornet http://en.wikipedia.org/wiki/European_hornet&lt;br /&gt;
&lt;br /&gt;
Banded hornet http://en.wikipedia.org/wiki/Greater_banded_hornet&lt;br /&gt;
&lt;br /&gt;
Yellowjacket http://en.wikipedia.org/wiki/Vespula_vulgaris&lt;br /&gt;
&lt;br /&gt;
====Agaonidae (fig wasps)====&lt;br /&gt;
Fig wasp http://en.wikipedia.org/wiki/Fig_wasp (Won't make much sense without figs.)&lt;br /&gt;
&lt;br /&gt;
====Mymaridae (fairyflies)====&lt;br /&gt;
Fairyfly http://en.wikipedia.org/wiki/Fairyfly (Smallest insect, maybe too small to include.)&lt;br /&gt;
&lt;br /&gt;
====Cynipidae (gall wasps)====&lt;br /&gt;
Gall wasp http://en.wikipedia.org/wiki/Gall_wasp&lt;br /&gt;
&lt;br /&gt;
====Evaniidae (hatchet wasps)====&lt;br /&gt;
Hatchet wasp http://en.wikipedia.org/wiki/Evaniidae&lt;br /&gt;
&lt;br /&gt;
====Ichneumonidae (ichneumon wasps)====&lt;br /&gt;
Ichneumon wasp http://en.wikipedia.org/wiki/Ichneumonidae&lt;br /&gt;
&lt;br /&gt;
===Symphyta (sawflies)===&lt;br /&gt;
====Cephoidea (stem sawflies)====&lt;br /&gt;
Stem sawfly http://en.wikipedia.org/wiki/Cephoidea&lt;br /&gt;
&lt;br /&gt;
====Pamphiliidae (leaf-rolling sawflies)====&lt;br /&gt;
Leaf-rolling sawfly http://en.wikipedia.org/wiki/Pamphiliidae&lt;br /&gt;
&lt;br /&gt;
====Orussidae (parasitic wood wasps)====&lt;br /&gt;
Parasitic wood wasp http://en.wikipedia.org/wiki/Orussidae&lt;br /&gt;
&lt;br /&gt;
====Siricidae (wood wasps)====&lt;br /&gt;
Wood wasp http://en.wikipedia.org/wiki/Horntail&lt;br /&gt;
&lt;br /&gt;
====Diprionidae (conifer sawflies)====&lt;br /&gt;
Conifer sawfly http://en.wikipedia.org/wiki/Diprionidae&lt;br /&gt;
&lt;br /&gt;
====Tenthredinidae (common sawflies)====&lt;br /&gt;
Common sawfly http://en.wikipedia.org/wiki/Tenthredinidae&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/Taxonomy_of_Lepidoptera Lepidoptera (moths and butterflies)]==&lt;br /&gt;
&lt;br /&gt;
===Acanthopteroctetidae (archaic sun moths)===&lt;br /&gt;
&lt;br /&gt;
Iridescent sun moth http://en.wikipedia.org/wiki/Acanthopteroctetidae&lt;br /&gt;
&lt;br /&gt;
===Adelidae (longhorned fairy moths)===&lt;br /&gt;
&lt;br /&gt;
Fairy moth http://en.wikipedia.org/wiki/Adelidae&lt;br /&gt;
&lt;br /&gt;
===Alucitoidea (many-plume moths and fals plume moths)===&lt;br /&gt;
&lt;br /&gt;
Twenty-plume Moth http://en.wikipedia.org/wiki/Alucita_hexadactyla&lt;br /&gt;
&lt;br /&gt;
===Bombycoidea (silkworm moths, hawk moths, emperor moths and relatives)===&lt;br /&gt;
&lt;br /&gt;
Silkmoth http://en.wikipedia.org/wiki/Bombyx_mori&lt;br /&gt;
&lt;br /&gt;
Silkworm (larva) http://en.wikipedia.org/wiki/Bombyx_mori (silk producer!)&lt;br /&gt;
&lt;br /&gt;
Death's-head Hawkmoth http://en.wikipedia.org/wiki/Death%27s-head_Hawkmoth&lt;br /&gt;
&lt;br /&gt;
Pink-Spotted Hawkmoth http://en.wikipedia.org/wiki/Agrius_cingulata&lt;br /&gt;
&lt;br /&gt;
Hummingbird Hawk-moth http://en.wikipedia.org/wiki/Macroglossum_stellatarum&lt;br /&gt;
&lt;br /&gt;
Lime Hawk-moth http://en.wikipedia.org/wiki/Mimas_tiliae&lt;br /&gt;
&lt;br /&gt;
Catalpa Sphinx http://en.wikipedia.org/wiki/Ceratomia_catalpae&lt;br /&gt;
&lt;br /&gt;
Yellow Sphinx http://en.wikipedia.org/wiki/Xanthopan_morgani&lt;br /&gt;
&lt;br /&gt;
Luna Moth http://en.wikipedia.org/wiki/Actias_luna&lt;br /&gt;
&lt;br /&gt;
Luna Caterpillar (larva) http://en.wikipedia.org/wiki/Actias_luna&lt;br /&gt;
&lt;br /&gt;
Atlas moth http://en.wikipedia.org/wiki/Attacus_atlas&lt;br /&gt;
&lt;br /&gt;
Emperor gum moth http://en.wikipedia.org/wiki/Opodiphthera_eucalypti&lt;br /&gt;
&lt;br /&gt;
Emperor Moth http://en.wikipedia.org/wiki/Pavonia_pavonia&lt;br /&gt;
&lt;br /&gt;
Imperial Moth http://en.wikipedia.org/wiki/Eacles_imperialis&lt;br /&gt;
&lt;br /&gt;
Comet moth http://en.wikipedia.org/wiki/Comet_moth&lt;br /&gt;
&lt;br /&gt;
Comet moth caterpillar (larva) http://en.wikipedia.org/wiki/Comet_moth (Silk producer!)&lt;br /&gt;
&lt;br /&gt;
Cecropia moth http://en.wikipedia.org/wiki/Hyalophora_cecropia&lt;br /&gt;
&lt;br /&gt;
Cecropia caterpillar (larva) http://en.wikipedia.org/wiki/Hyalophora_cecropia&lt;br /&gt;
&lt;br /&gt;
Regal Moth http://en.wikipedia.org/wiki/Regal_Moth&lt;br /&gt;
&lt;br /&gt;
Hickory Horned Devil (larva) http://en.wikipedia.org/wiki/Regal_Moth&lt;br /&gt;
&lt;br /&gt;
Moon Moth http://en.wikipedia.org/wiki/Graellsia_isabellae&lt;br /&gt;
&lt;br /&gt;
===Ceciodosidae (gall moths)===&lt;br /&gt;
&lt;br /&gt;
Gall Moth http://en.wikipedia.org/wiki/Cecidosidae&lt;br /&gt;
&lt;br /&gt;
===Cossoidea (carpenterworm moths)===&lt;br /&gt;
&lt;br /&gt;
Carpenterworm Moth http://en.wikipedia.org/wiki/Prionoxystus_robiniae&lt;br /&gt;
&lt;br /&gt;
Carpenter Worm (larva) http://en.wikipedia.org/wiki/Prionoxystus_robiniae&lt;br /&gt;
&lt;br /&gt;
Goat Moth http://en.wikipedia.org/wiki/Goat_Moth&lt;br /&gt;
&lt;br /&gt;
Witchetty Moth http://en.wikipedia.org/wiki/Endoxyla_leucomochla&lt;br /&gt;
&lt;br /&gt;
Witchetty grub (larva) http://en.wikipedia.org/wiki/Witchetty_grub (it's edible!)&lt;br /&gt;
&lt;br /&gt;
===Drepanoidea (hooktip moths and Oriental swallowtail moths)===&lt;br /&gt;
&lt;br /&gt;
Scalloped Hook-tip http://en.wikipedia.org/wiki/Falcaria_lacertinaria&lt;br /&gt;
&lt;br /&gt;
Barred Hook-tip http://en.wikipedia.org/wiki/Watsonalla_cultraria&lt;br /&gt;
&lt;br /&gt;
Peach Blossom http://en.wikipedia.org/wiki/Peach_Blossom&lt;br /&gt;
&lt;br /&gt;
Satin Lutestring http://en.wikipedia.org/wiki/Tetheella_fluctuosa&lt;br /&gt;
&lt;br /&gt;
Buff Arches http://en.wikipedia.org/wiki/Buff_Arches&lt;br /&gt;
&lt;br /&gt;
===Eriocriniidae (sparkling archaic sun moths)===&lt;br /&gt;
&lt;br /&gt;
Sparkling sun moth http://en.wikipedia.org/wiki/Eriocranioidea&lt;br /&gt;
&lt;br /&gt;
===Geometroidea (geometer moths and swallowtail moths)===&lt;br /&gt;
&lt;br /&gt;
Peppered moth http://en.wikipedia.org/wiki/Peppered_moth&lt;br /&gt;
&lt;br /&gt;
Maiden’s Blush http://en.wikipedia.org/wiki/Maiden%27s_Blush&lt;br /&gt;
&lt;br /&gt;
Cream Wave http://en.wikipedia.org/wiki/Cream_Wave&lt;br /&gt;
&lt;br /&gt;
Rusty Wave http://en.wikipedia.org/wiki/Rusty_Wave&lt;br /&gt;
&lt;br /&gt;
Blood-vein http://en.wikipedia.org/wiki/Blood-vein&lt;br /&gt;
&lt;br /&gt;
Feathered Thorn http://en.wikipedia.org/wiki/Feathered_Thorn&lt;br /&gt;
&lt;br /&gt;
Emerald Moth http://en.wikipedia.org/wiki/Large_Emerald&lt;br /&gt;
&lt;br /&gt;
Inchworm (larva) http://en.wikipedia.org/wiki/Geometer_moth#Caterpillars&lt;br /&gt;
&lt;br /&gt;
===Gracillarioidea (leafminer moths and relatives)===&lt;br /&gt;
&lt;br /&gt;
Leaf miner (larva) http://en.wikipedia.org/wiki/Horse-chestnut_leaf_miner&lt;br /&gt;
&lt;br /&gt;
===Hepialoidea (ghost moths and swift moths)===&lt;br /&gt;
&lt;br /&gt;
Ghost Moth http://en.wikipedia.org/wiki/Hepialus_humuli&lt;br /&gt;
&lt;br /&gt;
Swift Moth http://en.wikipedia.org/wiki/Common_Swift_%28moth%29&lt;br /&gt;
&lt;br /&gt;
Orange Moth http://en.wikipedia.org/wiki/Orange_Swift&lt;br /&gt;
&lt;br /&gt;
===Hesperiidae (skippers)===&lt;br /&gt;
&lt;br /&gt;
Common Awl http://en.wikipedia.org/wiki/Common_Awl&lt;br /&gt;
&lt;br /&gt;
Small Green Awlet http://en.wikipedia.org/wiki/Small_Green_Awlet&lt;br /&gt;
&lt;br /&gt;
Plain Orange Awlet http://en.wikipedia.org/wiki/Plain_Orange_Awlet&lt;br /&gt;
&lt;br /&gt;
Pale Green Awlet http://en.wikipedia.org/wiki/Pale_Green_Awlet&lt;br /&gt;
&lt;br /&gt;
Orange Striped Awl http://en.wikipedia.org/wiki/Orange-striped_Awl&lt;br /&gt;
&lt;br /&gt;
(There is a type of 'skipper' commonly called 'policemen'. Unfortunately Wikipedia has little info on these. Shame.)&lt;br /&gt;
&lt;br /&gt;
===Heterobathmiidae (Valdivian archaic moths)===&lt;br /&gt;
&lt;br /&gt;
Metallic sun moth http://en.wikipedia.org/wiki/Heterobathmioidea&lt;br /&gt;
&lt;br /&gt;
===Lasiocampoidea (lappet moths)===&lt;br /&gt;
&lt;br /&gt;
Lappet moth http://en.wikipedia.org/wiki/Gastropacha_quercifolia&lt;br /&gt;
&lt;br /&gt;
Lackey moth http://en.wikipedia.org/wiki/Lackey_moth&lt;br /&gt;
&lt;br /&gt;
Tent Caterpillar (larva) http://en.wikipedia.org/wiki/Tent_caterpillar (silk producer!)&lt;br /&gt;
&lt;br /&gt;
===Lycaenidae (gossamer-winged butterflies, hairstreaks, blues and coppers)===&lt;br /&gt;
&lt;br /&gt;
Leaf Blue Butterfly http://en.wikipedia.org/wiki/Amblypodia_anita&lt;br /&gt;
&lt;br /&gt;
Small Blue Butterfly http://en.wikipedia.org/wiki/Cupido_minimus&lt;br /&gt;
&lt;br /&gt;
Large Blue Butterfly http://en.wikipedia.org/wiki/Maculinea_arion&lt;br /&gt;
&lt;br /&gt;
Great Purple Hairstreak Butterfly http://en.wikipedia.org/wiki/Atlides_halesus&lt;br /&gt;
&lt;br /&gt;
Small Copper Butterfly http://en.wikipedia.org/wiki/Lycaena_phlaeas&lt;br /&gt;
&lt;br /&gt;
Common Copper Butterfly http://en.wikipedia.org/wiki/Lycaena_salustius&lt;br /&gt;
&lt;br /&gt;
Large Copper Butterfly http://en.wikipedia.org/wiki/Lycaena_dispar&lt;br /&gt;
&lt;br /&gt;
Harvester Butterfly http://en.wikipedia.org/wiki/Feniseca_tarquinius (predatory larvae)&lt;br /&gt;
&lt;br /&gt;
Bright Sunbeam Butterfly http://en.wikipedia.org/wiki/Bright_Sunbeam&lt;br /&gt;
&lt;br /&gt;
===Megalopygidae (flannel moths)===&lt;br /&gt;
&lt;br /&gt;
Flannel moth http://en.wikipedia.org/wiki/Megalopygidae&lt;br /&gt;
&lt;br /&gt;
Tree asp (larva) http://en.wikipedia.org/wiki/Megalopyge_opercularis&lt;br /&gt;
&lt;br /&gt;
===Nepticulidae (pygmy moths)===&lt;br /&gt;
&lt;br /&gt;
Pygmy Sorrel Moth http://ukmoths.org.uk/show.php?bf=118&lt;br /&gt;
&lt;br /&gt;
===Noctuidea (owlet moths, tiger moths, prominent moths and relatives)===&lt;br /&gt;
&lt;br /&gt;
Black Witch Moth http://en.wikipedia.org/wiki/Black_Witch&lt;br /&gt;
&lt;br /&gt;
Gypsy moth http://en.wikipedia.org/wiki/Gypsy_moth&lt;br /&gt;
&lt;br /&gt;
Bollworm (larva) http://en.wikipedia.org/wiki/Bollworm &lt;br /&gt;
&lt;br /&gt;
Armyworm (larva) http://en.wikipedia.org/wiki/Spodoptera&lt;br /&gt;
&lt;br /&gt;
Cutworm (larva) http://en.wikipedia.org/wiki/Cutworm&lt;br /&gt;
&lt;br /&gt;
Oak Processionary http://en.wikipedia.org/wiki/Oak_processionary&lt;br /&gt;
&lt;br /&gt;
Angle Shades http://en.wikipedia.org/wiki/Angle_Shades&lt;br /&gt;
&lt;br /&gt;
Tussock moth http://en.wikipedia.org/wiki/Pale_tussock_moth&lt;br /&gt;
&lt;br /&gt;
Brown-tail http://en.wikipedia.org/wiki/Brown-tail&lt;br /&gt;
&lt;br /&gt;
Cinnabar moth http://en.wikipedia.org/wiki/Cinnabar_moth&lt;br /&gt;
&lt;br /&gt;
Striped Tiger Moth http://en.wikipedia.org/wiki/Jersey_tiger_moth&lt;br /&gt;
&lt;br /&gt;
Garden tiger moth http://en.wikipedia.org/wiki/Garden_tiger_moth&lt;br /&gt;
&lt;br /&gt;
Scarlet tiger moth http://en.wikipedia.org/wiki/Scarlet_tiger_moth&lt;br /&gt;
&lt;br /&gt;
Giant Leopard Moth http://en.wikipedia.org/wiki/Giant_Leopard_Moth&lt;br /&gt;
&lt;br /&gt;
Wooly Bear (larva) http://en.wikipedia.org/wiki/Pyrrharctia_isabella&lt;br /&gt;
&lt;br /&gt;
Pine Beauty http://en.wikipedia.org/wiki/Pine_Beauty&lt;br /&gt;
&lt;br /&gt;
Rustic Shoulder-knot http://en.wikipedia.org/wiki/Rustic_Shoulder-knot&lt;br /&gt;
&lt;br /&gt;
True Lover's Knot http://en.wikipedia.org/wiki/True_Lover's_Knot&lt;br /&gt;
&lt;br /&gt;
Copper Underwing http://en.wikipedia.org/wiki/Copper_Underwing&lt;br /&gt;
&lt;br /&gt;
===Nymphalidae (browns, fritillaries, admirals and monarchs)===&lt;br /&gt;
&lt;br /&gt;
Tortoiseshell Butterfly http://en.wikipedia.org/wiki/California_Tortoiseshell&lt;br /&gt;
&lt;br /&gt;
Comma http://en.wikipedia.org/wiki/Comma_%28butterfly%29&lt;br /&gt;
&lt;br /&gt;
Crimson Patch Butterfly http://en.wikipedia.org/wiki/Crimson_Patch&lt;br /&gt;
&lt;br /&gt;
Marsh Fritillary http://en.wikipedia.org/wiki/Marsh_Fritillary&lt;br /&gt;
&lt;br /&gt;
[[Monarch butterfly]] http://en.wikipedia.org/wiki/Monarch_%28butterfly%29 '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Monarch butterfly caterpillar http://en.wikipedia.org/wiki/Monarch_%28butterfly%29&lt;br /&gt;
&lt;br /&gt;
Painted Lady http://en.wikipedia.org/wiki/Vanessa_cardui&lt;br /&gt;
&lt;br /&gt;
Peacock Butterfly http://en.wikipedia.org/wiki/Inachis_io&lt;br /&gt;
&lt;br /&gt;
Red Admiral Butterfly http://en.wikipedia.org/wiki/Vanessa_atalanta&lt;br /&gt;
&lt;br /&gt;
===Papilionidae (swallowtail butterflies)===&lt;br /&gt;
&lt;br /&gt;
Anise Swallowtail http://en.wikipedia.org/wiki/Anise_Swallowtail&lt;br /&gt;
&lt;br /&gt;
Black Swallowtail http://en.wikipedia.org/wiki/Black_Swallowtail&lt;br /&gt;
&lt;br /&gt;
Black Swallowtail caterpillar (larva) http://en.wikipedia.org/wiki/Black_Swallowtail&lt;br /&gt;
&lt;br /&gt;
Giant Swallowtail http://en.wikipedia.org/wiki/Giant_Swallowtail&lt;br /&gt;
&lt;br /&gt;
Common Yellow Swallowtail http://en.wikipedia.org/wiki/Old_World_Swallowtail&lt;br /&gt;
&lt;br /&gt;
Zebra Swallowtail http://en.wikipedia.org/wiki/Zebra_Swallowtail&lt;br /&gt;
&lt;br /&gt;
Tiger Swallowtail http://en.wikipedia.org/wiki/Western_tiger_swallowtail (These look a lot like anise swallowtails, but their caterpillars are awesome.)&lt;br /&gt;
&lt;br /&gt;
Tiger Swallowtail Caterpillar (larva) http://en.wikipedia.org/wiki/Wester_tiger_swallowtail&lt;br /&gt;
&lt;br /&gt;
===Pieridae (yellow-white butterflies and sulphurs)===&lt;br /&gt;
&lt;br /&gt;
Brimstone Butterfly http://en.wikipedia.org/wiki/Brimstone_%28butterfly%29&lt;br /&gt;
&lt;br /&gt;
Clouded Brimstone Butterfly http://en.wikipedia.org/wiki/Colias_philodice&lt;br /&gt;
&lt;br /&gt;
Dogface Butterfly http://en.wikipedia.org/wiki/California_dogface_butterfly&lt;br /&gt;
&lt;br /&gt;
Clouded Yellow http://en.wikipedia.org/wiki/Clouded_Yellow&lt;br /&gt;
&lt;br /&gt;
Small White Butterfly http://en.wikipedia.org/wiki/Pieris_rapae&lt;br /&gt;
&lt;br /&gt;
Large White Butterfly http://en.wikipedia.org/wiki/Pieris_brassicae&lt;br /&gt;
&lt;br /&gt;
===Prodoxidae (yucca moths)===&lt;br /&gt;
&lt;br /&gt;
Yucca Moth http://en.wikipedia.org/wiki/Tegeticula_yuccasella&lt;br /&gt;
&lt;br /&gt;
===Pterophoridae (plume moths)===&lt;br /&gt;
&lt;br /&gt;
Artichoke Plume Moth http://en.wikipedia.org/wiki/Artichoke_Plume_Moth&lt;br /&gt;
&lt;br /&gt;
White Plume Moth http://en.wikipedia.org/wiki/White_Plume_Moth&lt;br /&gt;
&lt;br /&gt;
===Pyraloidea (snout moths and relatives)===&lt;br /&gt;
&lt;br /&gt;
Pod Borer (larva) http://en.wikipedia.org/wiki/Maruca&lt;br /&gt;
&lt;br /&gt;
Wax moth http://en.wikipedia.org/wiki/Greater_wax_moth&lt;br /&gt;
&lt;br /&gt;
===Riodinidae (metalmark butterflies)===&lt;br /&gt;
&lt;br /&gt;
Harlequin Butterfly http://en.wikipedia.org/wiki/Taxila_%28butterfly%29&lt;br /&gt;
&lt;br /&gt;
Chequered Metalmark Butterfly* http://en.wikipedia.org/wiki/Duke_of_Burgundy_%28butterfly%29 (*Proposed name in lieu of 'Duke of Burgundy')&lt;br /&gt;
&lt;br /&gt;
===Sesioidea (clearwing moths and relatives)===&lt;br /&gt;
&lt;br /&gt;
Fiery Clearwing http://en.wikipedia.org/wiki/Bembecia_chrysidiformis&lt;br /&gt;
&lt;br /&gt;
===Tineoidea (clothes moths, bagworms and relatives)===&lt;br /&gt;
&lt;br /&gt;
Bagworm (larva) http://en.wikipedia.org/wiki/Bagworm_moth&lt;br /&gt;
&lt;br /&gt;
Clothing Moth http://en.wikipedia.org/wiki/Common_Clothes_Moth&lt;br /&gt;
&lt;br /&gt;
===Toitricidae (leafroller moths; you find them in apples)===&lt;br /&gt;
&lt;br /&gt;
Codling moth http://en.wikipedia.org/wiki/Codling_moth&lt;br /&gt;
&lt;br /&gt;
Apple worm (larva) http://en.wikipedia.org/wiki/Codling_moth&lt;br /&gt;
&lt;br /&gt;
Pea Moth http://en.wikipedia.org/wiki/Pea_moth&lt;br /&gt;
&lt;br /&gt;
===Yponomeutoidea (ermine moths and relatives)===&lt;br /&gt;
&lt;br /&gt;
Diamondback moth http://en.wikipedia.org/wiki/Diamondback_moth&lt;br /&gt;
&lt;br /&gt;
Ermine moth http://en.wikipedia.org/wiki/Yponomeutidae&lt;br /&gt;
&lt;br /&gt;
Webworm (larva) http://en.wikipedia.org/wiki/Yponomeutidae (silk producer! See http://www.dutchdailynews.com/caterpillar-invasion-turns-dutch-city-into-a-horror-scene/)&lt;br /&gt;
&lt;br /&gt;
===Zygaenoidea (burnet moths and relatives)===&lt;br /&gt;
&lt;br /&gt;
Almond-tree leaf skeletonizer moth http://en.wikipedia.org/wiki/Almond-tree_leaf_skeletonizer_moth&lt;br /&gt;
&lt;br /&gt;
Forester moth http://en.wikipedia.org/wiki/Forester_%28moth%29&lt;br /&gt;
&lt;br /&gt;
Six-Spot Burnet http://en.wikipedia.org/wiki/Six-spot_Burnet&lt;br /&gt;
&lt;br /&gt;
Five-spot Burnet http://en.wikipedia.org/wiki/Zygaena_trifolii&lt;br /&gt;
&lt;br /&gt;
Transparent Burnet http://en.wikipedia.org/wiki/Transparent_Burnet&lt;br /&gt;
&lt;br /&gt;
Monkey Slug (larva) http://en.wikipedia.org/wiki/Hag_moth&lt;br /&gt;
&lt;br /&gt;
Yellow-shouldered slug (larva) http://en.wikipedia.org/wiki/Yellow-shouldered_slug&lt;br /&gt;
&lt;br /&gt;
Saddleback caterpillar (larva) http://en.wikipedia.org/wiki/Saddleback_caterpillar&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/List_of_mantis_genera_and_species Mantodea (mantises)]==&lt;br /&gt;
&lt;br /&gt;
Dwarf mantis http://en.wikipedia.org/wiki/Ameles_spallanzania&lt;br /&gt;
&lt;br /&gt;
Stick mantis http://en.wikipedia.org/wiki/Brunneria&lt;br /&gt;
&lt;br /&gt;
Monster mantis http://en.wikipedia.org/wiki/Archimantis_monstrosa&lt;br /&gt;
&lt;br /&gt;
Thistle mantis http://en.wikipedia.org/wiki/Blepharopsis_mendica&lt;br /&gt;
&lt;br /&gt;
Shield mantis http://en.wikipedia.org/wiki/Choeradodis&lt;br /&gt;
&lt;br /&gt;
Wide-armed mantis http://en.wikipedia.org/wiki/Cilnia_humeralis&lt;br /&gt;
&lt;br /&gt;
Flower mantis http://en.wikipedia.org/wiki/Creobroter&lt;br /&gt;
&lt;br /&gt;
Dead leaf mantis http://en.wikipedia.org/wiki/Deroplatys&lt;br /&gt;
&lt;br /&gt;
Conehead mantis http://en.wikipedia.org/wiki/Empusa_pennata&lt;br /&gt;
&lt;br /&gt;
Bark mantis http://en.wikipedia.org/wiki/Gyromantis&lt;br /&gt;
&lt;br /&gt;
Jade mantis http://en.wikipedia.org/wiki/Hierodula&lt;br /&gt;
&lt;br /&gt;
Orchid mantis http://en.wikipedia.org/wiki/Orchid_mantis&lt;br /&gt;
&lt;br /&gt;
Devil's flower mantis http://en.wikipedia.org/wiki/Idolomantis_diabolica&lt;br /&gt;
&lt;br /&gt;
Iris mantis http://en.wikipedia.org/wiki/Iris_oratoria&lt;br /&gt;
&lt;br /&gt;
Ground mantis http://en.wikipedia.org/wiki/Litaneutria&lt;br /&gt;
&lt;br /&gt;
Praying mantis http://en.wikipedia.org/wiki/Mantis_religiosa&lt;br /&gt;
&lt;br /&gt;
Metallic mantis http://en.wikipedia.org/wiki/Metallyticidae&lt;br /&gt;
&lt;br /&gt;
Boxer bark mantis http://en.wikipedia.org/wiki/Paraoxypilus&lt;br /&gt;
&lt;br /&gt;
Ghost mantis http://en.wikipedia.org/wiki/Phyllocrania_paradoxa&lt;br /&gt;
&lt;br /&gt;
Marbled mantis http://en.wikipedia.org/wiki/Polyspilota_aeruginosa&lt;br /&gt;
&lt;br /&gt;
Cryptic mantis http://en.wikipedia.org/wiki/Sibylla_pretiosa&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/Orthoptera#Classification Orthoptera (grasshoppers and crickets)]==&lt;br /&gt;
===Prophalangopsidae (grigs)===&lt;br /&gt;
Hump-winged grig http://en.wikipedia.org/wiki/Hump-winged_grig&lt;br /&gt;
&lt;br /&gt;
===Rhaphidophoridae (cave crickets)===&lt;br /&gt;
Cave cricket http://en.wikipedia.org/wiki/Rhaphidophoridae&lt;br /&gt;
&lt;br /&gt;
===Gryllotalpidae (mole crickets)===&lt;br /&gt;
Mole cricket http://en.wikipedia.org/wiki/Mole_cricket&lt;br /&gt;
&lt;br /&gt;
===Schizodactylidae (dune crickets)===&lt;br /&gt;
Dune cricket http://en.wikipedia.org/wiki/Schizodactylus_monstrosus&lt;br /&gt;
&lt;br /&gt;
===Anostostomatidae (wetas)===&lt;br /&gt;
Weta http://en.wikipedia.org/wiki/Giant_weta&lt;br /&gt;
&lt;br /&gt;
===Stenopelmatidae (Jerusalem crickets)===&lt;br /&gt;
Potato bug http://en.wikipedia.org/wiki/Jerusalem_cricket&lt;br /&gt;
&lt;br /&gt;
===Tettigoniidae (katydids)===&lt;br /&gt;
Katydid http://en.wikipedia.org/wiki/Tettigoniidae&lt;br /&gt;
&lt;br /&gt;
===Acrididae (grasshoppers)===&lt;br /&gt;
Grasshopper http://en.wikipedia.org/wiki/Acrididae&lt;br /&gt;
&lt;br /&gt;
===Romaleidae (lubber grasshoppers)===&lt;br /&gt;
Lubber grasshopper http://en.wikipedia.org/wiki/Romalea_guttata&lt;br /&gt;
&lt;br /&gt;
===Tetrigidae (pygmy locusts)===&lt;br /&gt;
Pygmy locust http://en.wikipedia.org/wiki/Tetrigidae&lt;br /&gt;
&lt;br /&gt;
==Phasmatodea (stick insects)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Thysanoptera (thrips)==&lt;br /&gt;
Thrips http://en.wikipedia.org/wiki/Thrips&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Ark_Project/Animals/Amphibians&amp;diff=231597</id>
		<title>Modification:Ark Project/Animals/Amphibians</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Ark_Project/Animals/Amphibians&amp;diff=231597"/>
		<updated>2017-06-23T20:49:20Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gymnophiona (caecilians)==&lt;br /&gt;
&lt;br /&gt;
Beaked caecilian http://en.wikipedia.org/wiki/Rhinatrematidae&lt;br /&gt;
&lt;br /&gt;
Fish caecilian http://en.wikipedia.org/wiki/Ichthyophiidae&lt;br /&gt;
&lt;br /&gt;
Red caecilian http://en.wikipedia.org/wiki/Uraeotyphlidae&lt;br /&gt;
&lt;br /&gt;
Tropical caecilian http://en.wikipedia.org/wiki/Scolecomorphidae&lt;br /&gt;
&lt;br /&gt;
Aquatic caecilian http://en.wikipedia.org/wiki/Typhlonectidae&lt;br /&gt;
&lt;br /&gt;
Common caecilian http://en.wikipedia.org/wiki/Caecilia&lt;br /&gt;
&lt;br /&gt;
Forest caecilian http://en.wikipedia.org/wiki/Gegeneophis&lt;br /&gt;
&lt;br /&gt;
Tiny caecilian http://en.wikipedia.org/wiki/Microcaecilia&lt;br /&gt;
&lt;br /&gt;
Ringed caecilian http://en.wikipedia.org/wiki/Siphonops&lt;br /&gt;
&lt;br /&gt;
==Caudata (salamanders)==&lt;br /&gt;
===Cryptobranchoidea (giant salamanders)===&lt;br /&gt;
Hellbender http://en.wikipedia.org/wiki/Hellbender&lt;br /&gt;
&lt;br /&gt;
Gorgan salamander* http://en.wikipedia.org/wiki/Gorgan_Salamander&lt;br /&gt;
&lt;br /&gt;
Clawed salamander http://en.wikipedia.org/wiki/Japanese_Clawed_Salamander&lt;br /&gt;
&lt;br /&gt;
Long-tailed salamander http://en.wikipedia.org/wiki/Long-tailed_salamander&lt;br /&gt;
&lt;br /&gt;
Yellow-spotted salamander http://en.wikipedia.org/wiki/Yellow-spotted_Salamander&lt;br /&gt;
&lt;br /&gt;
Siberian salamander* http://en.wikipedia.org/wiki/Siberian_salamander (suggested rename: snow or ice salamander)&lt;br /&gt;
&lt;br /&gt;
===Ambystomatidae (mole salamanders)===&lt;br /&gt;
Axolotl http://en.wikipedia.org/wiki/Axolotl&lt;br /&gt;
&lt;br /&gt;
Tiger salamander http://en.wikipedia.org/wiki/California_Tiger_Salamander http://en.wikipedia.org/wiki/Tiger_Salamander&lt;br /&gt;
&lt;br /&gt;
Mole salamander http://en.wikipedia.org/wiki/Ambystoma_talpoideum&lt;br /&gt;
&lt;br /&gt;
Blue-spotted salamander / Silvery salamander http://en.wikipedia.org/wiki/Jefferson_Salamander http://en.wikipedia.org/wiki/Blue-spotted_Salamander http://en.wikipedia.org/wiki/Silvery_Salamander (multiple species that would be best represented as different castes of one species in DF)&lt;br /&gt;
&lt;br /&gt;
===Amphiumidae (amphiumas)===&lt;br /&gt;
''I don't think we need all three, but I've included all three for reference purposes. The neat thing about these guys is we can give them venemous bites to simulate their infectious ones.''&lt;br /&gt;
&lt;br /&gt;
One-toed amphiuma http://en.wikipedia.org/wiki/Amphiuma_pholeter&lt;br /&gt;
&lt;br /&gt;
Two-toed amphiuma http://en.wikipedia.org/wiki/Two-toed_Amphiuma&lt;br /&gt;
&lt;br /&gt;
Three-toed amphiuma http://en.wikipedia.org/wiki/Amphiuma_tridactylum&lt;br /&gt;
&lt;br /&gt;
===Dicamptodontidae (Pacific giant salamanders)===&lt;br /&gt;
&lt;br /&gt;
Coastal salamander http://en.wikipedia.org/wiki/Coastal_Giant_Salamander&lt;br /&gt;
&lt;br /&gt;
===Plethodontidae (lungless salamanders)===&lt;br /&gt;
&lt;br /&gt;
Slender salamander http://en.wikipedia.org/wiki/Slender_salamander&lt;br /&gt;
&lt;br /&gt;
Web-footed salamander http://en.wikipedia.org/wiki/Bolitoglossa&lt;br /&gt;
&lt;br /&gt;
Splayfoot salamander http://en.wikipedia.org/wiki/Chiropterotriton&lt;br /&gt;
&lt;br /&gt;
Hidden salamander http://en.wikipedia.org/wiki/Cryptotriton&lt;br /&gt;
&lt;br /&gt;
Bromeliad salamander http://en.wikipedia.org/wiki/Dendrotriton&lt;br /&gt;
&lt;br /&gt;
Moss salamander http://en.wikipedia.org/wiki/Nototriton&lt;br /&gt;
&lt;br /&gt;
Worm salamander http://en.wikipedia.org/wiki/Oedipina&lt;br /&gt;
&lt;br /&gt;
Minute salamander http://en.wikipedia.org/wiki/Thorius&lt;br /&gt;
&lt;br /&gt;
Climbing salamander http://en.wikipedia.org/wiki/Aneides&lt;br /&gt;
&lt;br /&gt;
Dusky salamander http://en.wikipedia.org/wiki/Desmognathus&lt;br /&gt;
&lt;br /&gt;
Ensatina http://en.wikipedia.org/wiki/Ensatina&lt;br /&gt;
&lt;br /&gt;
Redback salamander http://en.wikipedia.org/wiki/Red_Back_Salamander&lt;br /&gt;
&lt;br /&gt;
Slimy salamander http://en.wikipedia.org/wiki/Slimy_Salamander&lt;br /&gt;
&lt;br /&gt;
Cave salamander http://en.wikipedia.org/wiki/Speleomantes&lt;br /&gt;
&lt;br /&gt;
Blind salamander http://en.wikipedia.org/wiki/Eurycea (Also cave-dwelling.)&lt;br /&gt;
&lt;br /&gt;
Spring salamander http://en.wikipedia.org/wiki/Gyrinophilus&lt;br /&gt;
&lt;br /&gt;
===Proteidae (olms)===&lt;br /&gt;
&lt;br /&gt;
Mudpuppy http://en.wikipedia.org/wiki/Mudpuppy&lt;br /&gt;
&lt;br /&gt;
[[Olm]] http://en.wikipedia.org/wiki/Olm '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
===Rhyacotritonidae (torrent salamanders)===&lt;br /&gt;
&lt;br /&gt;
Torrent salamander http://en.wikipedia.org/wiki/Rhyacotritonidae&lt;br /&gt;
&lt;br /&gt;
===Salamandridae (newts and true salamanders)===&lt;br /&gt;
&lt;br /&gt;
Fire-bellied newt http://en.wikipedia.org/wiki/Fire_Belly_Newt&lt;br /&gt;
&lt;br /&gt;
Smooth newt http://en.wikipedia.org/wiki/Smooth_Newt&lt;br /&gt;
&lt;br /&gt;
Palmate newt http://en.wikipedia.org/wiki/Palmate_Newt&lt;br /&gt;
&lt;br /&gt;
Paddle-tail newt http://en.wikipedia.org/wiki/Pachytriton&lt;br /&gt;
&lt;br /&gt;
Warty newt http://en.wikipedia.org/wiki/Paramesotriton&lt;br /&gt;
&lt;br /&gt;
Ribbed newt http://en.wikipedia.org/wiki/Iberian_Ribbed_Newt&lt;br /&gt;
&lt;br /&gt;
Rough-skinned newt http://en.wikipedia.org/wiki/Rough-skinned_Newt (Secretes strong poison.)&lt;br /&gt;
&lt;br /&gt;
Red-bellied newt http://en.wikipedia.org/wiki/Red-bellied_Newt (Also poisonous.)&lt;br /&gt;
&lt;br /&gt;
Crested newt http://en.wikipedia.org/wiki/Triturus&lt;br /&gt;
&lt;br /&gt;
Emperor newt http://en.wikipedia.org/wiki/Emperor_newt (Also poisonous.)&lt;br /&gt;
&lt;br /&gt;
Fire salamander http://en.wikipedia.org/wiki/Fire_Salamander (Also poisonous.)&lt;br /&gt;
&lt;br /&gt;
===Sirenidae (sirens)===&lt;br /&gt;
&lt;br /&gt;
Dwarf siren http://en.wikipedia.org/wiki/Dwarf_Siren&lt;br /&gt;
&lt;br /&gt;
Mud eel http://en.wikipedia.org/wiki/Lesser_Siren&lt;br /&gt;
&lt;br /&gt;
Siren http://en.wikipedia.org/wiki/Greater_Siren&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/List_of_Anuran_families Anura (frogs)]==&lt;br /&gt;
&lt;br /&gt;
===Ascaphidae (tailed frogs)===&lt;br /&gt;
&lt;br /&gt;
Tailed frog http://en.wikipedia.org/wiki/Tailed_frog&lt;br /&gt;
&lt;br /&gt;
===Bombinatoridae (fire-bellied toads)===&lt;br /&gt;
&lt;br /&gt;
Jungle toad http://en.wikipedia.org/wiki/Barbourula&lt;br /&gt;
&lt;br /&gt;
Fire-bellied toad http://en.wikipedia.org/wiki/Fire-bellied_toad&lt;br /&gt;
&lt;br /&gt;
===Discoglossidae (disc-tongued frogs)===&lt;br /&gt;
&lt;br /&gt;
Midwife toad http://en.wikipedia.org/wiki/Midwife_toad&lt;br /&gt;
&lt;br /&gt;
Painted frog http://en.wikipedia.org/wiki/Discoglossus&lt;br /&gt;
&lt;br /&gt;
===Leiopelmatidae (New Zealand primitive frogs)===&lt;br /&gt;
&lt;br /&gt;
Potato frog http://en.wikipedia.org/wiki/Leiopelmatidae (Name gleaned from species name &amp;quot;pakeka,&amp;quot; apparently meaning &amp;quot;potato&amp;quot; in Samoan.)&lt;br /&gt;
&lt;br /&gt;
===Megophryidae===&lt;br /&gt;
&lt;br /&gt;
Tropical spadefoot toad http://en.wikipedia.org/wiki/Leptobrachium&lt;br /&gt;
&lt;br /&gt;
Long-nosed horned frog http://en.wikipedia.org/wiki/Long-nosed_Horned_Frog&lt;br /&gt;
&lt;br /&gt;
Horned toad http://en.wikipedia.org/wiki/Xenophrys&lt;br /&gt;
&lt;br /&gt;
===Pelobatidae (European spadefoot toads)===&lt;br /&gt;
&lt;br /&gt;
Common spadefoot toad http://en.wikipedia.org/wiki/Common_Spadefoot&lt;br /&gt;
&lt;br /&gt;
===Pelodytidae (parsley frogs)===&lt;br /&gt;
&lt;br /&gt;
Parsley frog http://en.wikipedia.org/wiki/Parsley_Frogs&lt;br /&gt;
&lt;br /&gt;
===Pipidae (clawed frogs)===&lt;br /&gt;
&lt;br /&gt;
Clawed frog http://en.wikipedia.org/wiki/Xenopus&lt;br /&gt;
&lt;br /&gt;
Star-fingered toad http://en.wikipedia.org/wiki/Surinam_toad&lt;br /&gt;
&lt;br /&gt;
===Rhinophrynidae (Mexican burrowing toad)===&lt;br /&gt;
&lt;br /&gt;
Burrowing toad http://en.wikipedia.org/wiki/Mexican_Burrowing_Toad&lt;br /&gt;
&lt;br /&gt;
===Scaphiopodidae (American spadefoot toads)===&lt;br /&gt;
&lt;br /&gt;
Grassland spadefoot toad http://en.wikipedia.org/wiki/American_spadefoot_toads&lt;br /&gt;
&lt;br /&gt;
===Amphignathodontidae (marsupial frogs)===&lt;br /&gt;
&lt;br /&gt;
Marsupial frog http://en.wikipedia.org/wiki/Amphignathodontidae&lt;br /&gt;
&lt;br /&gt;
===Arthroleptidae (squeakers)===&lt;br /&gt;
&lt;br /&gt;
Screeching frog http://en.wikipedia.org/wiki/Arthroleptis&lt;br /&gt;
&lt;br /&gt;
Night frog http://en.wikipedia.org/wiki/Astylosternus&lt;br /&gt;
&lt;br /&gt;
Long-fingered frog http://en.wikipedia.org/wiki/Cardioglossa&lt;br /&gt;
&lt;br /&gt;
Egg frog http://en.wikipedia.org/wiki/Leptodactylodon&lt;br /&gt;
&lt;br /&gt;
Hairy frog http://en.wikipedia.org/wiki/Arthroleptidae&lt;br /&gt;
&lt;br /&gt;
Forest treefrog http://en.wikipedia.org/wiki/Leptopelis&lt;br /&gt;
&lt;br /&gt;
===Brachycephalidae (saddleback toads)===&lt;br /&gt;
&lt;br /&gt;
Gold frog http://en.wikipedia.org/wiki/Brazilian_Gold_Frog&lt;br /&gt;
&lt;br /&gt;
===Bufonidae (true toads)===&lt;br /&gt;
&lt;br /&gt;
Stream toad http://en.wikipedia.org/wiki/Ansonia_%28genus%29&lt;br /&gt;
&lt;br /&gt;
Stubfoot toad http://en.wikipedia.org/wiki/Atelopus&lt;br /&gt;
&lt;br /&gt;
River toad http://en.wikipedia.org/wiki/Bufo_asper&lt;br /&gt;
&lt;br /&gt;
Cane toad http://en.wikipedia.org/wiki/Cane_toad&lt;br /&gt;
&lt;br /&gt;
Common toad http://en.wikipedia.org/wiki/Common_Toad&lt;br /&gt;
&lt;br /&gt;
Plains toad http://en.wikipedia.org/wiki/Great_Plains_Toad (Added for more desert variety. Can survive in deserts and badlands of all description, even in surprisingly cold ones (Alberta for example).)&lt;br /&gt;
&lt;br /&gt;
Boreal toad http://en.wikipedia.org/wiki/Western_toad&lt;br /&gt;
&lt;br /&gt;
Tree toad http://en.wikipedia.org/wiki/Dendrophryniscus&lt;br /&gt;
&lt;br /&gt;
Natterjack toad http://en.wikipedia.org/wiki/Natterjack_Toad&lt;br /&gt;
&lt;br /&gt;
Redbelly toad http://en.wikipedia.org/wiki/Melanophryniscus&lt;br /&gt;
&lt;br /&gt;
Live-bearing toad http://en.wikipedia.org/wiki/Nectophrynoides&lt;br /&gt;
&lt;br /&gt;
Bush toad http://en.wikipedia.org/wiki/Oreophrynella&lt;br /&gt;
&lt;br /&gt;
Flathead toad http://en.wikipedia.org/wiki/Pelophryne&lt;br /&gt;
&lt;br /&gt;
Beaked toad http://en.wikipedia.org/wiki/Rhinella&lt;br /&gt;
&lt;br /&gt;
===Centrolenidae (glass frogs)===&lt;br /&gt;
&lt;br /&gt;
Glass frog http://en.wikipedia.org/wiki/Centrolenidae&lt;br /&gt;
&lt;br /&gt;
===Dendrobatidae (dart frogs)===&lt;br /&gt;
&lt;br /&gt;
Golden dart frog http://en.wikipedia.org/wiki/Golden_Poison_Frog (The infamous frog used by natives to poison their arrows. Allegedly the deadliest vertebrate on earth.)&lt;br /&gt;
&lt;br /&gt;
Black-legged dart frog (Second deadliest.)&lt;br /&gt;
&lt;br /&gt;
Azure dart frog http://en.wikipedia.org/wiki/Dendrobates_azureus (Particularly pretty)&lt;br /&gt;
&lt;br /&gt;
Yellow-banded dart frog http://en.wikipedia.org/wiki/Yellow-banded_poison_dart_frog&lt;br /&gt;
&lt;br /&gt;
Green-and-black dart frog http://en.wikipedia.org/wiki/Green_and_Black_Poison_Dart_Frog&lt;br /&gt;
&lt;br /&gt;
Harlequin dart frog* http://en.wikipedia.org/wiki/Harlequin_Poison_Frog (Rather deadly)&lt;br /&gt;
&lt;br /&gt;
Dyeing dart frog http://en.wikipedia.org/wiki/Dendrobates_tinctorius (Weirdly, its poison is used to &amp;quot;dye&amp;quot; young parrots' feathers.)&lt;br /&gt;
&lt;br /&gt;
Strawberry dart frog http://en.wikipedia.org/wiki/Strawberry_Poison-dart_Frog (Red and blue colour morphs - also known adorably as the blue jeans frog)&lt;br /&gt;
&lt;br /&gt;
Phantasmal poison frog http://en.wikipedia.org/wiki/Phantasmal_poison_frog (Included due to pharmaceutical interest as a chemical painkiller.)&lt;br /&gt;
&lt;br /&gt;
===Heleophrynidae (ghost frogs)===&lt;br /&gt;
&lt;br /&gt;
Ghost frog http://en.wikipedia.org/wiki/Ghost_frog&lt;br /&gt;
&lt;br /&gt;
===Hemisotidae (shovelnose frogs)===&lt;br /&gt;
&lt;br /&gt;
Shovelnose frog http://en.wikipedia.org/wiki/Shovelnose_frog&lt;br /&gt;
&lt;br /&gt;
===Hylidae (tree frogs)===&lt;br /&gt;
&lt;br /&gt;
====Litoria (Australasian tree frogs)====&lt;br /&gt;
&lt;br /&gt;
Broad-palmed frog http://en.wikipedia.org/wiki/Broad_Palmed_Frog&lt;br /&gt;
&lt;br /&gt;
Dumpy tree frog http://en.wikipedia.org/wiki/Australian_Green_Tree_Frog&lt;br /&gt;
&lt;br /&gt;
Brown tree frog http://en.wikipedia.org/wiki/Brown_Tree_Frog&lt;br /&gt;
&lt;br /&gt;
Common mist frog http://en.wikipedia.org/wiki/Common_Mist_Frog&lt;br /&gt;
&lt;br /&gt;
Desert tree frog http://en.wikipedia.org/wiki/Desert_Tree_Frog&lt;br /&gt;
&lt;br /&gt;
Sedge frog http://en.wikipedia.org/wiki/Eastern_Dwarf_Tree_Frog&lt;br /&gt;
&lt;br /&gt;
Green bell frog http://en.wikipedia.org/wiki/Green_and_Golden_Bell_Frog&lt;br /&gt;
&lt;br /&gt;
Warty swamp frog http://en.wikipedia.org/wiki/Growling_Grass_Frog&lt;br /&gt;
&lt;br /&gt;
Laughing tree frog http://en.wikipedia.org/wiki/Peron%27s_Tree_Frog&lt;br /&gt;
&lt;br /&gt;
Creek frog http://en.wikipedia.org/wiki/Stoney_Creek_Frog&lt;br /&gt;
&lt;br /&gt;
Waterfall frog http://en.wikipedia.org/wiki/Waterfall_Frog&lt;br /&gt;
&lt;br /&gt;
White-lipped tree frog http://en.wikipedia.org/wiki/White-lipped_Tree_Frog&lt;br /&gt;
&lt;br /&gt;
====Hyla (New World tree frogs)====&lt;br /&gt;
&lt;br /&gt;
Common tree frog http://en.wikipedia.org/wiki/European_tree_frog&lt;br /&gt;
&lt;br /&gt;
Canyon tree frog http://en.wikipedia.org/wiki/Hyla_arenicolor&lt;br /&gt;
&lt;br /&gt;
Green tree frog http://en.wikipedia.org/wiki/Hyla_cinerea&lt;br /&gt;
&lt;br /&gt;
Barking tree frog http://en.wikipedia.org/wiki/Hyla_gratiosa&lt;br /&gt;
&lt;br /&gt;
Gray tree frog http://en.wikipedia.org/wiki/Gray_tree_frog&lt;br /&gt;
&lt;br /&gt;
====Pseudacris (chorus frogs)====&lt;br /&gt;
&lt;br /&gt;
Spring peeper http://en.wikipedia.org/wiki/Spring_Peeper&lt;br /&gt;
&lt;br /&gt;
Mountain chorus frog http://en.wikipedia.org/wiki/Mountain_Chorus_Frog&lt;br /&gt;
&lt;br /&gt;
Boreal chorus frog http://en.wikipedia.org/wiki/Boreal_Chorus_Frog&lt;br /&gt;
&lt;br /&gt;
Striped chorus frog http://en.wikipedia.org/wiki/Western_Chorus_Frog&lt;br /&gt;
&lt;br /&gt;
====Other Hylidae====&lt;br /&gt;
&lt;br /&gt;
Big-eyed tree frog http://en.wikipedia.org/wiki/Nyctimystes&lt;br /&gt;
&lt;br /&gt;
Red-eyed tree frog http://en.wikipedia.org/wiki/Agalychnis_callidryas (You must have seen this. It's the one on the front of all the nature books.)&lt;br /&gt;
&lt;br /&gt;
Leaf frog http://en.wikipedia.org/wiki/Hylidae&lt;br /&gt;
&lt;br /&gt;
Painted-belly leaf frog http://en.wikipedia.org/wiki/Phyllomedusa_sauvagii&lt;br /&gt;
&lt;br /&gt;
Cricket frog http://en.wikipedia.org/wiki/Cricket_frog&lt;br /&gt;
&lt;br /&gt;
Slender-legged tree frog http://en.wikipedia.org/wiki/Slender-legged_Treefrogs&lt;br /&gt;
&lt;br /&gt;
Heart-tongued frog http://en.wikipedia.org/wiki/Heart-tongued_Frogs&lt;br /&gt;
&lt;br /&gt;
Spikethumb frog http://en.wikipedia.org/wiki/Spikethumb_Frogs&lt;br /&gt;
&lt;br /&gt;
Swimming frog http://en.wikipedia.org/wiki/Pseudis (Has disproportionately large tadpoles.)&lt;br /&gt;
&lt;br /&gt;
Stream frog http://en.wikipedia.org/wiki/Ptychohyla&lt;br /&gt;
&lt;br /&gt;
Snouted tree frog http://en.wikipedia.org/wiki/Scinax&lt;br /&gt;
&lt;br /&gt;
Lime tree frog http://en.wikipedia.org/wiki/Sphaenorhynchus&lt;br /&gt;
&lt;br /&gt;
===Hyperoliidae (bush frogs)===&lt;br /&gt;
&lt;br /&gt;
Banana frog http://en.wikipedia.org/wiki/Afrixalus&lt;br /&gt;
&lt;br /&gt;
Running frog http://en.wikipedia.org/wiki/Kassina&lt;br /&gt;
&lt;br /&gt;
Big-eyed tree frog http://en.wikipedia.org/wiki/Big-eyed_Tree_Frog&lt;br /&gt;
&lt;br /&gt;
===Leptodactylidae (tropical frogs)===&lt;br /&gt;
&lt;br /&gt;
Horned frog http://en.wikipedia.org/wiki/Ceratophrys (Apparently existing since the Cretaceous in the form of the mighty Beelzebufo. The extant Argentine horned frog is apparently capable of swallowing a rat whole.)&lt;br /&gt;
&lt;br /&gt;
Wide-mouth frog http://en.wikipedia.org/wiki/Lepidobatrachus&lt;br /&gt;
&lt;br /&gt;
Tink frog http://en.wikipedia.org/wiki/Eleutherodactylus (Gigantic genus, may need further representation.)&lt;br /&gt;
&lt;br /&gt;
Ditch frog http://en.wikipedia.org/wiki/Leptodactylus&lt;br /&gt;
&lt;br /&gt;
Spiny-chest frog http://en.wikipedia.org/wiki/Alsodes&lt;br /&gt;
&lt;br /&gt;
===Mantellidae===&lt;br /&gt;
&lt;br /&gt;
Skeleton frog http://en.wikipedia.org/wiki/Boophinae&lt;br /&gt;
&lt;br /&gt;
Golden frog http://en.wikipedia.org/wiki/Mantella&lt;br /&gt;
&lt;br /&gt;
===Microhylidae (narrow-mouthed frogs)===&lt;br /&gt;
&lt;br /&gt;
Sand rain frog http://en.wikipedia.org/wiki/Rose%27s_Rain_Frog&lt;br /&gt;
&lt;br /&gt;
Tomato frog http://en.wikipedia.org/wiki/Dyscophus&lt;br /&gt;
&lt;br /&gt;
Banded bullfrog http://en.wikipedia.org/wiki/Kaloula_pulchra&lt;br /&gt;
&lt;br /&gt;
Rubber frog http://en.wikipedia.org/wiki/Phrynomantis&lt;br /&gt;
&lt;br /&gt;
===Myobatrachidae (more Australian frogs)===&lt;br /&gt;
&lt;br /&gt;
Tusked frog http://en.wikipedia.org/wiki/Adelotus&lt;br /&gt;
&lt;br /&gt;
Owl frog http://en.wikipedia.org/wiki/Giant_Burrowing_Frog&lt;br /&gt;
&lt;br /&gt;
Sandpaper frog http://en.wikipedia.org/wiki/Fletcher%27s_Frog (Cannibalistic tadpoles.)&lt;br /&gt;
&lt;br /&gt;
Marbled frog http://en.wikipedia.org/wiki/Marbled_Frog&lt;br /&gt;
&lt;br /&gt;
Pobblebonk frog http://en.wikipedia.org/wiki/Eastern_Banjo_Frog&lt;br /&gt;
&lt;br /&gt;
Striped marsh frog http://en.wikipedia.org/wiki/Striped_Marsh_Frog&lt;br /&gt;
&lt;br /&gt;
Painted burrowing frog http://en.wikipedia.org/wiki/Sudell%27s_Frog&lt;br /&gt;
&lt;br /&gt;
Crucifix toad http://en.wikipedia.org/wiki/Crucifix_Toad (Bizarrely rotund.)&lt;br /&gt;
&lt;br /&gt;
Ornate burrowing frog http://en.wikipedia.org/wiki/Ornate_Burrowing_Frog&lt;br /&gt;
&lt;br /&gt;
Quacking frog http://en.wikipedia.org/wiki/Quacking_Frog&lt;br /&gt;
&lt;br /&gt;
Common froglet http://en.wikipedia.org/wiki/Common_Eastern_Froglet&lt;br /&gt;
&lt;br /&gt;
Barred frog http://en.wikipedia.org/wiki/Mixophyes&lt;br /&gt;
&lt;br /&gt;
Corroboree frog http://en.wikipedia.org/wiki/Corroboree_Frog (Similar to dart frogs.)&lt;br /&gt;
&lt;br /&gt;
Toadlet http://en.wikipedia.org/wiki/Uperoleia&lt;br /&gt;
&lt;br /&gt;
Platypus frog http://en.wikipedia.org/wiki/Rheobatrachus (Also known as gastric-brooding frog because that's what it does.)&lt;br /&gt;
&lt;br /&gt;
===Ranidae (true frogs)===&lt;br /&gt;
&lt;br /&gt;
Cascade frog http://en.wikipedia.org/wiki/Amolops&lt;br /&gt;
&lt;br /&gt;
Hogsback frog http://en.wikipedia.org/wiki/Anhydrophryne (Terrestrial tadpoles.)&lt;br /&gt;
&lt;br /&gt;
Moss frog http://en.wikipedia.org/wiki/Arthroleptella&lt;br /&gt;
&lt;br /&gt;
Dainty frog http://en.wikipedia.org/wiki/Cacosternum&lt;br /&gt;
&lt;br /&gt;
Bicolored frog http://en.wikipedia.org/wiki/Bicolored_Frog&lt;br /&gt;
&lt;br /&gt;
Goliath frog http://en.wikipedia.org/wiki/Goliath_frog&lt;br /&gt;
&lt;br /&gt;
Crab-eating frog http://en.wikipedia.org/wiki/Crab-eating_Frog (Tolerates salt water.)&lt;br /&gt;
&lt;br /&gt;
Leaping frog http://en.wikipedia.org/wiki/Indirana&lt;br /&gt;
&lt;br /&gt;
Fanged frog http://en.wikipedia.org/wiki/Limnonectes&lt;br /&gt;
&lt;br /&gt;
Torrent frog http://en.wikipedia.org/wiki/Micrixalus&lt;br /&gt;
&lt;br /&gt;
Night frog http://en.wikipedia.org/wiki/Nyctibatrachus&lt;br /&gt;
&lt;br /&gt;
Puddle frog http://en.wikipedia.org/wiki/Occidozyga&lt;br /&gt;
&lt;br /&gt;
Dark-spotted frog http://en.wikipedia.org/wiki/Dark-spotted_frog&lt;br /&gt;
&lt;br /&gt;
Marsh frog http://en.wikipedia.org/wiki/Marsh_Frog&lt;br /&gt;
&lt;br /&gt;
Pool frog http://en.wikipedia.org/wiki/Pool_Frog&lt;br /&gt;
&lt;br /&gt;
Dwarf puddle frog http://en.wikipedia.org/wiki/Phrynobatrachus&lt;br /&gt;
&lt;br /&gt;
Ridged frog http://en.wikipedia.org/wiki/Category:Ptychadena&lt;br /&gt;
&lt;br /&gt;
Box-headed bullfrog http://en.wikipedia.org/wiki/Pyxicephalus&lt;br /&gt;
&lt;br /&gt;
Crawfish frog http://en.wikipedia.org/wiki/Crawfish_Frog&lt;br /&gt;
&lt;br /&gt;
Moor frog http://en.wikipedia.org/wiki/Moor_Frog&lt;br /&gt;
&lt;br /&gt;
Red-legged frog http://en.wikipedia.org/wiki/Red-legged_Frog&lt;br /&gt;
&lt;br /&gt;
Yellow-legged frog http://en.wikipedia.org/wiki/Foothill_Yellow-legged_Frog&lt;br /&gt;
&lt;br /&gt;
Gopher frog http://en.wikipedia.org/wiki/Gopher_Frog&lt;br /&gt;
&lt;br /&gt;
Bullfrog http://en.wikipedia.org/wiki/Bullfrog&lt;br /&gt;
&lt;br /&gt;
Bronze frog http://en.wikipedia.org/wiki/Rana_clamitans&lt;br /&gt;
&lt;br /&gt;
Agile frog http://en.wikipedia.org/wiki/Agile_Frog&lt;br /&gt;
&lt;br /&gt;
Pig frog http://en.wikipedia.org/wiki/Pig_Frog&lt;br /&gt;
&lt;br /&gt;
Spotted frog http://en.wikipedia.org/wiki/Columbia_Spotted_Frog&lt;br /&gt;
&lt;br /&gt;
Pickerel frog http://en.wikipedia.org/wiki/Pickerel_Frog&lt;br /&gt;
&lt;br /&gt;
Mink frog http://en.wikipedia.org/wiki/Mink_Frog&lt;br /&gt;
&lt;br /&gt;
Wood frog http://en.wikipedia.org/wiki/Wood_Frog (Capable of surviving being frozen.)&lt;br /&gt;
&lt;br /&gt;
Common frog http://en.wikipedia.org/wiki/Common_Frog&lt;br /&gt;
&lt;br /&gt;
Leopard frog http://en.wikipedia.org/wiki/Leopard_frog&lt;br /&gt;
&lt;br /&gt;
Stream frog http://en.wikipedia.org/wiki/Strongylopus&lt;br /&gt;
&lt;br /&gt;
Sand frog http://en.wikipedia.org/wiki/Tomopterna&lt;br /&gt;
&lt;br /&gt;
===Rhacophoridae (shrub frogs)===&lt;br /&gt;
&lt;br /&gt;
Flying frog http://en.wikipedia.org/wiki/Rhacophorus_nigropalmatus (Could represent any species that does this. Tropical forests.)&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:SoundSense/Documentation&amp;diff=231596</id>
		<title>Utility:SoundSense/Documentation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:SoundSense/Documentation&amp;diff=231596"/>
		<updated>2017-06-23T20:49:05Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SoundSense is a sound-engine tool which replaces the single background guitar with a collection of sounds and music that play depending on context.  &lt;br /&gt;
&lt;br /&gt;
SoundSense has a [http://www.bay12forums.com/smf/index.php?topic=60287 bay12 forum thread], an [http://df.zweistein.cz/soundsense/ official website], and is open source [https://code.google.com/p/df-soundsense/ here].  &lt;br /&gt;
&lt;br /&gt;
This page is for technical documentation, advanced instructions, advice for modders, and so on.  &lt;br /&gt;
&lt;br /&gt;
[[Utility:SoundSense|Here's the main page for this utility]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 40%&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
SoundSense is included and preconfigured in [[Utility:Lazy_Newb_Pack|the Lazy Newb Pack]] and requires no setup.  For manual installation, continue...&lt;br /&gt;
&lt;br /&gt;
Installing and configuring software can be intimidating if you are not an IT nerd. And this&lt;br /&gt;
is no exception with SoundSense. But bear with me and it can actually be pretty easy.&lt;br /&gt;
&lt;br /&gt;
'''Non-scary instructions:'''&lt;br /&gt;
&lt;br /&gt;
* Install the java runtime 7. Get it [http://www.oracle.com/technetwork/java/javase/downloads/jre-7u3-download-1501631.html here].&lt;br /&gt;
* Download and extract SoundSense (It does not matter where.)&lt;br /&gt;
* Download soundpack.zip and extract the &amp;quot;packs&amp;quot; folder to SoundSense directory&lt;br /&gt;
* Run soundsense.cmd or soundsense.exe&lt;br /&gt;
&lt;br /&gt;
First, you need to have the java runtime installed. It can be downloaded from the java &lt;br /&gt;
homepage. To determine if your computer already has the correct installation of java, go &lt;br /&gt;
to the Start button, left click &amp;quot;Run...&amp;quot; from the bottom of the menu, type in &amp;quot;cmd&amp;quot; in the &lt;br /&gt;
dialog that opens, and press the [OK] button. A dark windows pops up and you will be at a &lt;br /&gt;
command prompt. Type in &amp;quot;java -version&amp;quot; and press [Enter].&lt;br /&gt;
&lt;br /&gt;
A few lines starting with [java version &amp;quot;1.7.0_03&amp;quot;] or something similar should appear. If &lt;br /&gt;
that case is the case, you are good to go. But if you see [java version &amp;quot;1.6.x_xx&amp;quot; or an &lt;br /&gt;
earlier version (lower number), you will need to download and install the latest java.&lt;br /&gt;
&lt;br /&gt;
If something similar to ['java' is not recognized as an internal or external command] &lt;br /&gt;
appears, either java has not been installed yet or it was not installed correctly. If &lt;br /&gt;
your case is the latter, it may be possible to work around the problem by editing the &lt;br /&gt;
soundSense.cmd (in your SoundSense directory). Open it with Notepad and find line line &lt;br /&gt;
starting with &amp;quot;java -Dja...&amp;quot; and replace the &amp;quot;java&amp;quot; part with the full path for your java &lt;br /&gt;
installation. For example: &amp;quot;C:\Program Files\Java\jdk1.6.0_20\bin\java.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That was the hard part.&lt;br /&gt;
&lt;br /&gt;
Now, where to install it? SoundSense expects to be in a sub-directory that is inside your &lt;br /&gt;
Dwarf Fortress directory. So, for example, if you have Dwarf Fortress in F:/df_31_18_win/,&lt;br /&gt;
you should unpack the contents of SoundSense zip to F:/df_31_18_win/soundsense/. By &lt;br /&gt;
default, you want to make sure that the .cmd file you use to launch SoundSense is inside a &lt;br /&gt;
sub-directory of (i.e., below) the DF folder where gamelog.txt is located.&lt;br /&gt;
&lt;br /&gt;
If you want to install to a different location, you need to edit configuration.xml and &lt;br /&gt;
edit the &amp;lt;gamelog path=&amp;quot;../gamelog.txt&amp;quot;/&amp;gt; line. Replace &amp;quot;../gamelog.txt&amp;quot; with the path to &lt;br /&gt;
where Dwarf Fortress is located. For example: &amp;quot;F:/df_31_18_win/gamelog.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SoundSense is now all set up and ready to run. But you still need the actual sounds and &lt;br /&gt;
music that it will play. So download soundpack.zip and unzip the &amp;quot;packs&amp;quot; directory and all &lt;br /&gt;
the contents inside that to the SoundSense directory.&lt;br /&gt;
&lt;br /&gt;
You can start SoundSense by launching (double left-clicking) either soundSense.cmd or &lt;br /&gt;
soundSenseExe.cmd. (Using the latter should give you clearer error messages regarding a &lt;br /&gt;
bad java installation.) If you like, you can create a shortcut to soundSense.cmd, rename &lt;br /&gt;
it &amp;quot;SoundSense&amp;quot; and move it to your desktop for easy access.&lt;br /&gt;
&lt;br /&gt;
Finally, remember that SoundSense needs to run in the background. Ideally, you should &lt;br /&gt;
start SoundSense BEFORE you start Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
===Moments of Silence===&lt;br /&gt;
&lt;br /&gt;
Occasionally, the music in SoundSense will stop for a short period (10, 20, or 30 seconds) &lt;br /&gt;
before resuming. This is not a bug - it is intentional. This was done to let ears rest a &lt;br /&gt;
bit between tracks. (Research shows that ears which get a rest have time to recover and &lt;br /&gt;
are less likely to be damaged.) Also, a few tracks have a silent start and, at low volume, &lt;br /&gt;
may take a minute or longer to become audible. If in doubt, you can see what is currently &lt;br /&gt;
playing in GUI under the volume slider. During periods of silence, this will typically &lt;br /&gt;
show &amp;quot;10s silence&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
===Game Loads and the Music is Random===&lt;br /&gt;
&lt;br /&gt;
When a game is loaded, SoundSense picks a random seasonal music track to play. This is not a bug - it is intentional. There is no way for SoundSense to detect what season it is when a game is loaded, so a random soundtrack is chosen. But when the season next changes, it will choose the correct soundtrack.&lt;br /&gt;
&lt;br /&gt;
This can be fixed using a dfhack plugin (soundsense-season) which writes the season to the gamelog when a world is loaded.  This plugin is included with recent versions of soundsense.&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode - A Bit Lacking===&lt;br /&gt;
&lt;br /&gt;
Adventure Mode kind of works. The battle sounds function quite well because they are &lt;br /&gt;
mostly the same as those in Fortress Mode. But SoundSense is still a bit lacking in other &lt;br /&gt;
adventure sounds. The problem is that Adventure Mode does not log many other useful &lt;br /&gt;
events. For example, encountering a megabeast or a quest mob is resolved in chat, leaving &lt;br /&gt;
no message in the game log to trigger SoundSense.&lt;br /&gt;
&lt;br /&gt;
Improvements in how DF handles logging could benefit both SoundSense and DF as a whole. &lt;br /&gt;
Such suggestions have already been posted in the official Dwarf Fortress forums: &lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=64834.0&lt;br /&gt;
&lt;br /&gt;
===Event Detection: Better Late Than Never?===&lt;br /&gt;
&lt;br /&gt;
In some cases, by the time SoundSense detects conditions to trigger an alert, it may be &lt;br /&gt;
too late to react to the situation. For example, a &amp;quot;Tantrum Spiral&amp;quot; might already be over &lt;br /&gt;
before the player can be alerted.&lt;br /&gt;
&lt;br /&gt;
Part of this is a balance between detecting too many false positives and ignoring events &lt;br /&gt;
until it is too late to do anything. For example, a soldier might lose a pet and report &lt;br /&gt;
feeling like blowing off some steam... but instead of throwing a tantrum they calm down.&lt;br /&gt;
&lt;br /&gt;
Another problem is FPS sensitivity. A specific sequence of events may trigger certain &lt;br /&gt;
alert sounds in a high FPS situation, but it might not trigger with low FPS. The sequence &lt;br /&gt;
of events might &amp;quot;time out&amp;quot;. Also, pausing the game could cause similar problems.&lt;br /&gt;
&lt;br /&gt;
===Compatible With DF Mods - Should Work, But NO PROMISES===&lt;br /&gt;
&lt;br /&gt;
SoundSense was mainly designed for &amp;quot;vanilla&amp;quot; (unmodified) Dwarf Fortress. It should work &lt;br /&gt;
fine with most mods. However, I can not guarantee compatibility. Some mods, especially &lt;br /&gt;
&amp;quot;major&amp;quot; or &amp;quot;full conversions&amp;quot;, may create unusual behavior and involve dangerous events &lt;br /&gt;
that SoundSense was not designed to detect.&lt;br /&gt;
&lt;br /&gt;
Another words, SoundSense may lack sounds for certain mod-specific events. (E.g.; you &lt;br /&gt;
should NOT expect SoundSense to include gunshot sounds for mods that add guns! But you CAN &lt;br /&gt;
modify SoundSense yourself to do this.) Conversely, some events that work normally in &lt;br /&gt;
vanilla DF may trigger so frequently with a mod as to be very annoying.&lt;br /&gt;
&lt;br /&gt;
===On some Linux===&lt;br /&gt;
&lt;br /&gt;
====Error on 'soundSense.sh' call: &amp;quot;/bin/sh^M : wrong interpret&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
File &amp;quot;soundSense.sh&amp;quot; has CR+LF characters at lines ending.&lt;br /&gt;
Convert these characters to a more suitable form, with a tool like &amp;quot;[http://en.wikipedia.org/wiki/Unix2dos dos2unix]&amp;quot;:&lt;br /&gt;
  dos2unix soundSense.sh&lt;br /&gt;
Shell script should then be run without previous error.&lt;br /&gt;
&lt;br /&gt;
Also using sed you can try this:&lt;br /&gt;
  # IN UNIX ENVIRONMENT: convert DOS newlines (CR/LF) to Unix format.&lt;br /&gt;
  sed -i -e 's/\r$//' ./soundSense.sh&lt;br /&gt;
IF launching .sh file after that, says that something is wrong on the last line, when you try to launch sh. Just check, if &amp;quot;fi&amp;quot; is present there instead of &amp;quot;f&amp;quot; or smth like that.&lt;br /&gt;
&lt;br /&gt;
====Error at playing any MP3 file: &amp;quot;javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input file: could not get audio input stream from input file&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Your Java virtual machine failed at reading MP3 files as audio stream. This could fix by adding to JVM an extra plugin: [http://www.oracle.com/technetwork/java/javase/download-137625.html JMF MP3 Plugin].&lt;br /&gt;
Download plugin, and put *.jar files into your JVM &amp;quot;lib/ext/&amp;quot; directory.&lt;br /&gt;
&lt;br /&gt;
====Error at playing any MP3 file: &amp;quot;javax.sound.sampled.LineUnavailableException: Audio Device Unavailable&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Whereas your JVM succeeded in reading MP3 file as audio stream, it failed to access to an audio device. If your audio system uses [http://fr.wikipedia.org/wiki/Advanced_Linux_Sound_Architecture Alsa], you could install &amp;quot;aoss&amp;quot; utility, and &amp;quot;soundSense.sh&amp;quot; will call it. On Debian, package &amp;quot;alsa-oss&amp;quot; provides this utility. '''Note: if you are on Ubuntu see below'''. Ubuntu uses PulseAudio backend, therefore toying with aoss is a waste of time.&lt;br /&gt;
&lt;br /&gt;
On a MacOS (snow leopard), this problem has been solved by changing the format of all the sound files to ogg.&lt;br /&gt;
&lt;br /&gt;
====I'm using PulseAudio and I still can't hear anything!====&lt;br /&gt;
&lt;br /&gt;
First, '''be sure that you are using OpenJDK 7'''; you can't use OpenJDK 6 as it has quite a serious bug in its ALSA backend[http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6271108]. You can check what java you have installed by typing&lt;br /&gt;
  java -version&lt;br /&gt;
in the terminal. You can install OpenJDK like this in Ubuntu:&lt;br /&gt;
  sudo apt-get install openjdk-7-jdk&lt;br /&gt;
  sudo update-alternatives --set java /usr/lib/jvm/java-7-openjdk-amd64/jre/bin/java&lt;br /&gt;
('''The &amp;quot;update-alternatives&amp;quot; command will only work on 64bit Ubuntu'''; for 32bit version you need to replace the &amp;quot;amd64&amp;quot; with &amp;quot;i386&amp;quot; or something like that'''.)&lt;br /&gt;
&lt;br /&gt;
Now, check the&lt;br /&gt;
  /etc/java-7-openjdk/sound.properties&lt;br /&gt;
file for this:&lt;br /&gt;
  # OpenJDK on Ubuntu is configured to use PulseAudio by default&lt;br /&gt;
  javax.sound.sampled.Clip=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  javax.sound.sampled.Port=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  javax.sound.sampled.SourceDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  javax.sound.sampled.TargetDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  &lt;br /&gt;
  # PulseAudio not running? Please give feedback on LP: #407299.&lt;br /&gt;
  #javax.sound.sampled.Clip=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
  #javax.sound.sampled.Port=com.sun.media.sound.PortMixerProvider&lt;br /&gt;
  #javax.sound.sampled.SourceDataLine=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
  #javax.sound.sampled.TargetDataLine=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
&lt;br /&gt;
'''This will not work''', as OpenJDK's PulseAudio backend is buggy as hell. What you need to do is to comment out the PulseAudio and turn back on the old backend:&lt;br /&gt;
&lt;br /&gt;
  # OpenJDK on Ubuntu is configured to use PulseAudio by default&lt;br /&gt;
  #javax.sound.sampled.Clip=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  #javax.sound.sampled.Port=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  #javax.sound.sampled.SourceDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  #javax.sound.sampled.TargetDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider&lt;br /&gt;
  &lt;br /&gt;
  # PulseAudio not running? Please give feedback on LP: #407299.&lt;br /&gt;
  javax.sound.sampled.Clip=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
  javax.sound.sampled.Port=com.sun.media.sound.PortMixerProvider&lt;br /&gt;
  javax.sound.sampled.SourceDataLine=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
  javax.sound.sampled.TargetDataLine=com.sun.media.sound.DirectAudioDeviceProvider&lt;br /&gt;
&lt;br /&gt;
This should make the sound work. (If you don't know how to edit this then try typing &amp;quot;sudo nano /etc/java-7-openjdk/sound.properties&amp;quot; in the terminal.)&lt;br /&gt;
&lt;br /&gt;
If you're using Sun/Oracle's JRE then switch to OpenJDK. If you don't want to do that (not recommended) then you might try to use the padsp wrapper or install osspd. If the padsp wrapper will not work properly for you then osspd daemon might just do the trick. (''[https://wiki.archlinux.org/index.php/Pulseaudio#OSS Archlinux Pulseaudio user]'')&lt;br /&gt;
&lt;br /&gt;
===Any Other Issues? Post Feedback===&lt;br /&gt;
&lt;br /&gt;
There is a thread at the official Dwarf Fortress forums. Feel free to post any issues, &lt;br /&gt;
suggestions, and contributions there:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=60287.0&lt;br /&gt;
&lt;br /&gt;
When providing feedback about your experience with SoundSense, please specify which mods &lt;br /&gt;
(if any) you are using. If SoundSense seems to behave weirdly only for you, it just might &lt;br /&gt;
be from using certain mods.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
&lt;br /&gt;
You can insert additional sounds and music into SoundSense by adding entries to an .xml &lt;br /&gt;
configuration file. logPattern=&amp;quot;regexp&amp;quot; is a regular expression which, if matched, will &lt;br /&gt;
cause a random soundFile from a list to be played. (Details on how java uses regular &lt;br /&gt;
expressions: http://download.oracle.com/javase/1.4.2/docs/api/java/util/regex/Pattern.html )&lt;br /&gt;
&lt;br /&gt;
===Sound element attributes:===&lt;br /&gt;
&lt;br /&gt;
* ''logPattern'' - regular expression matching log line (see link above)&lt;br /&gt;
* ''channel'' - string; Specifies a channel on which sound is played. Sounds played on a channel can be looped or stopped prematurely.&lt;br /&gt;
* ''loop'' - string; Specifying &amp;quot;start&amp;quot; will start looping a sound on a channel until an expression with &amp;quot;stop&amp;quot; is triggered or until a different loop sound is played on the same channel. (If a non-looped sound is triggered on the same channel, this loop will resume when the non-looped is done playing.)&lt;br /&gt;
* ''concurency'' - number; The number of concurrent (i.e., simultaneous) sounds allowed to be played besides this sound. If SoundSense is currently playing more than this, the sound is ignored. The default is unlimited.&lt;br /&gt;
* ''timeout'' - number; This initiates a time out during which this particular sound is prevented from playing again. This is measured in milliseconds and the default is 0.&lt;br /&gt;
* ''delay'' - number; Adds a delay before the sound is played. This is measured in milliseconds and the default is 0.&lt;br /&gt;
* ''haltOnMatch'' - boolean; If this is set to True and more than one equivalent logPattern exists, SoundSense will only process the first logPattern expression. If it is False, it will continue to process matching (e.g., identical) logPatterns. The default is True.&lt;br /&gt;
* ''speech'' - boolean; If this is set to True, SoundSense will echo the gamelog text line (containing the logPattern) with a speech synthesizer instead of playing a sound. The default is False.&lt;br /&gt;
* ''playbackThreshhold'' - number, 0-4, defines level of filter which is applied to this sound.&lt;br /&gt;
&lt;br /&gt;
===SoundFile element attributes:===&lt;br /&gt;
&lt;br /&gt;
* ''fileName'' - the path to and name of the sound/music file&lt;br /&gt;
* ''weight'' - number; This controls the likelihood of a sound being chosen. Default is 100.&lt;br /&gt;
* ''volumeAdjustment'' - number; This can be used to adjust the volume of the sample. The value can range from -40 to +6 decibles and the default is 0.&lt;br /&gt;
* ''randomBalance'' - boolean, if set to true will randomply distribute sound between stereo channels.&lt;br /&gt;
* ''balanceAdjustment'' - number, adjusts stereo channel, can range for -1 (full left) to 1 (full right).&lt;br /&gt;
&lt;br /&gt;
SoundSense supports these audio formats for soundFiles:&lt;br /&gt;
&lt;br /&gt;
* mp3   (SoundSense can normalize the sound volume with this format)&lt;br /&gt;
* ogg   (works, but SoundSense can not normalize the sound volume)&lt;br /&gt;
* wav   (See note below. SoundSense only supports &amp;quot;Windows PCM&amp;quot; encoded .wav files)&lt;br /&gt;
* aiff&lt;br /&gt;
* au&lt;br /&gt;
&lt;br /&gt;
Note: Not all .wav files are supported...&lt;br /&gt;
&lt;br /&gt;
SoundSense supports .wav encoded in the &amp;quot;Windows PCM&amp;quot; format. However, some files with the &lt;br /&gt;
.wav extension are actually encoded in some other proprietary format. A sound format &lt;br /&gt;
conversion utility (such as FormatFactory) could be used to fix them.&lt;br /&gt;
&lt;br /&gt;
===Some Tips:===&lt;br /&gt;
&lt;br /&gt;
; Control of Randomness: Each logPattern expression can contain several soundFile elements. When it is triggered, one of them is randomly chosen to play. You can control the probability of each sound being chosen by adding the weight=&amp;quot;number&amp;quot; attribute.&lt;br /&gt;
; Simultaneous Sounds: By default, only one sound will play for a given logPattern, even if there are several expression using identical logPatterns. (Only the first expression is processed.) But you can allow more than one sound to be played for same pattern by giving the first one the haltOnMatch=&amp;quot;false&amp;quot; attribute. They will all start at same time (unless one or more of them also has a delay). An example is in Seasons.&lt;br /&gt;
; Sequential Sounds: Two (or more) sounds can be played sequentially (one after the other) for the same logPattern by using the haltOnMatch=&amp;quot;false&amp;quot; tip above and including a delay attribute for one of them with a delay that surpasses the length of the other.&lt;br /&gt;
&lt;br /&gt;
===Helpful files:===&lt;br /&gt;
&lt;br /&gt;
* packSkeletons.zip ( http://df.zweistein.cz/soundsense/packSkeletons.zip ) - This contains .xml files for all known gamelog lines currently without sounds. You can use this as a starting point to expand SoundSense.&lt;br /&gt;
* missingMessages.cmd - Run this program to parse your gamelog.txt file and output all lines your sound packs will not recognize.&lt;br /&gt;
* logging.properties - Edit this file to enable more debug messages from SoundSense. Set &amp;quot;.level = ALL&amp;quot; to view a very verbose output.&lt;br /&gt;
&lt;br /&gt;
===Sources of sound &amp;amp; music:===&lt;br /&gt;
&lt;br /&gt;
The following are some sites of interest, should you want additional sounds/music.&lt;br /&gt;
(Websites with free, creative commons, public domain, and/or GNU GPL licensed audio):&lt;br /&gt;
&lt;br /&gt;
*http://soundbible.com/&lt;br /&gt;
*http://www.freesound.org/searchText.php&lt;br /&gt;
*http://www.musopen.org/&lt;br /&gt;
*http://opengameart.org/browse/audio&lt;br /&gt;
*http://www.incompetech.com/m/c/royalty-free/&lt;br /&gt;
*http://ccmixter.org&lt;br /&gt;
*http://free-loops.com/&lt;br /&gt;
*http://www.pdsounds.org/&lt;br /&gt;
*http://commons.wikimedia.org/wiki/Category:Sound&lt;br /&gt;
*http://www.archive.org/details/opensource_audio&lt;br /&gt;
*http://publicdomainaudiovideo.blogspot.com/&lt;br /&gt;
&lt;br /&gt;
===How to add music to seasonal playlist:===&lt;br /&gt;
&lt;br /&gt;
It is rather easy. Locate '''seasons.xml''' in ''soundpack/seasons'' directory.&lt;br /&gt;
&lt;br /&gt;
This file contains definition of two sets of sounds: First, there are four definitions for playing voiced announcements (''&amp;lt;sound logPattern=&amp;quot;Spring has arrived!&amp;quot; haltOnMatch=&amp;quot;false&amp;quot; playbackThreshhold=&amp;quot;3&amp;quot;&amp;gt;'') which are not interesting and should be left alone.&lt;br /&gt;
&lt;br /&gt;
Seccond are main definitions of season music which start with ''&amp;lt;sound logPattern=&amp;quot;(Spring has arrived!)|(Spring has arrived on the calendar\.)&amp;quot; loop=&amp;quot;start&amp;quot; channel=&amp;quot;music&amp;quot; playbackThreshhold=&amp;quot;0&amp;quot;&amp;gt;''.&lt;br /&gt;
&lt;br /&gt;
You can simply add new ''&amp;lt;soundFile fileName=&amp;quot;'''Name of your.mp3'''&amp;quot;/&amp;gt;'' and put it in seasons directory.&lt;br /&gt;
[[ru:SoundSense]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Obsidian/Cell_definition_files&amp;diff=231595</id>
		<title>Utility:Obsidian/Cell definition files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Obsidian/Cell_definition_files&amp;diff=231595"/>
		<updated>2017-06-23T20:48:58Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains technical information about the [[Utility:Obsidian | Obsidian visualizer]]&lt;br /&gt;
&lt;br /&gt;
This list of files define the internal representation of the Cell engine, to be exposed to Lua and used by other modules (like the geometry generator or terrain exporters)&lt;br /&gt;
&lt;br /&gt;
==Fortress==&lt;br /&gt;
This describes the top level object that holds all of the components like terrain, creatures, etc., as well as static information about the fortress.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;class name=&amp;quot;Fortress&amp;quot; api=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;ctor/&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
		&amp;lt;!-- TODO: Need a good default fortress size. How many tiles is the default 4x4 embark? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;property name=&amp;quot;SizeX&amp;quot; type=&amp;quot;Int32&amp;quot; default=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;property name=&amp;quot;SizeY&amp;quot; type=&amp;quot;Int32&amp;quot; default=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;property name=&amp;quot;SizeZ&amp;quot; type=&amp;quot;Int32&amp;quot; default=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;vector name=&amp;quot;Maps&amp;quot; type=&amp;quot;Map&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;note&amp;gt;A fortress can have multiple maps, to represent timestamps of the fortress terrain over time&amp;lt;/note&amp;gt;&lt;br /&gt;
			&amp;lt;get_index/&amp;gt;&lt;br /&gt;
			&amp;lt;size/&amp;gt;&lt;br /&gt;
			&amp;lt;push_back/&amp;gt;&lt;br /&gt;
		&amp;lt;/vector&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;vector name=&amp;quot;Materials&amp;quot; type=&amp;quot;Material&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get_index/&amp;gt;&lt;br /&gt;
		&amp;lt;/vector&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;method name=&amp;quot;LoadFromDF&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;return type=&amp;quot;Void&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;/method&amp;gt;&lt;br /&gt;
	&amp;lt;/class&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
This just a collection of cells that describes the current map. Maps have a timestamp, so a fortress can hold multiple map instances to represent the development of the fortress over time&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;class name=&amp;quot;Map&amp;quot; api=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;ctor/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;reference name=&amp;quot;Fortress&amp;quot; type=&amp;quot;Fortress&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/reference&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;property name=&amp;quot;TimeStamp&amp;quot; type=&amp;quot;ROString&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;array name=&amp;quot;Cells&amp;quot; type=&amp;quot;Cell&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;dimension name=&amp;quot;x&amp;quot; size=&amp;quot;Fortress.SizeX&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;dimension name=&amp;quot;y&amp;quot; size=&amp;quot;Fortress.SizeY&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;dimension name=&amp;quot;z&amp;quot; size=&amp;quot;Fortress.SizeZ&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;get_index/&amp;gt;&lt;br /&gt;
			&amp;lt;set_index/&amp;gt;&lt;br /&gt;
		&amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;property name=&amp;quot;OpenSpace&amp;quot; type=&amp;quot;Cell&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;note&amp;gt;This is a readonly cell representing the default OpenSpace cell&amp;lt;/note&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
	&amp;lt;/class&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cell==&lt;br /&gt;
Each cell holds everything that you need to know about a specific tile in the fortress, including a reference to the terrain type, a reference to any building or construction that occupies that space, as well as lists of items, contaminants, liquids and creatures in that tile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;class name=&amp;quot;Cell&amp;quot; api=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;ctor/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;reference name=&amp;quot;Map&amp;quot; type=&amp;quot;Map&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/reference&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;property name=&amp;quot;PosX&amp;quot; type=&amp;quot;Int32&amp;quot; default=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;property name=&amp;quot;PosY&amp;quot; type=&amp;quot;Int32&amp;quot; default=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;property name=&amp;quot;PosZ&amp;quot; type=&amp;quot;Int32&amp;quot; default=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;reference name=&amp;quot;Terrain&amp;quot; type=&amp;quot;Terrain&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;note&amp;gt;I'm assuming that the all of the terrain information can be encapsulated in a terrain type. Changing the terrain will be done through the Map object&amp;lt;/note&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/property&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;reference name=&amp;quot;Construction&amp;quot; type=&amp;quot;Construction&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;note&amp;gt;I'm assuming only one construction can exist in a cell at a time. Changing the construction will be done through the Map object&amp;lt;/note&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;list name=&amp;quot;Items&amp;quot; type=&amp;quot;Item&amp;quot; reference=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;note&amp;gt;Should the cell own the items, or just reference them?&amp;lt;/note&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;reference name=&amp;quot;Building&amp;quot; type=&amp;quot;Building&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;note&amp;gt;Placing/removing buildings via the Map object will handle attaching/detaching themselves from the cell&amp;lt;/note&amp;gt;&lt;br /&gt;
			&amp;lt;get/&amp;gt;&lt;br /&gt;
		&amp;lt;/reference&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;internal&amp;gt;&lt;br /&gt;
			&amp;lt;reference name=&amp;quot;Top&amp;quot; type=&amp;quot;Cell&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;reference name=&amp;quot;Bottom&amp;quot; type=&amp;quot;Cell&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;reference name=&amp;quot;Left&amp;quot; type=&amp;quot;Cell&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;reference name=&amp;quot;Right&amp;quot; type=&amp;quot;Cell&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;reference name=&amp;quot;Up&amp;quot; type=&amp;quot;Cell&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;reference name=&amp;quot;Down&amp;quot; type=&amp;quot;Cell&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;/internal&amp;gt;&lt;br /&gt;
	&amp;lt;/class&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=231594</id>
		<title>Utility:Dwarf Therapist/Addons Repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Therapist/Addons_Repository&amp;diff=231594"/>
		<updated>2017-06-23T20:48:54Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recent version of Dwarf Therapists include a very large set of customizable tools for managing your dwarves, namely custom roles, custom professions, custom grid views, filter scripts, and optimization plans, which greatly enhance the user's ability to manage their fort in a well-optimized, pain-free manner. This page serves as a repository for packaged exports of custom definitions for these tools, created by other players and made available for other users here. This page is only meant to serve Splinterz's current fork of [[Utilities#Dwarf_Therapist|Dwarf Therapist]]; earlier versions of the utility did not yet implement many of the features described here. If you need help understanding what's documented on this page, or would like to learn how to write Dwarf Therapist customizations yourself, refer to the {{dffd|7889|Dwarf Therapist User Guide}}. All exports should be hosted at the [http://dffd.wimbli.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
You are encouraged to standardize the upload format to &amp;quot;Dwarf Therapist Export---&amp;lt;Package Name&amp;gt;&amp;quot;.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== What are all these? ==&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of all things Dwarf Therapist, with screenshots and everything, download ResMar's [http://dffd.wimbli.com/file.php?id=7889 User Guide].&lt;br /&gt;
&lt;br /&gt;
'''Custom professions''' are templates that dictate what labors a dwarf should have enabled.&lt;br /&gt;
&lt;br /&gt;
It also changes their profession name in the game so you can easily tell who you have assigned to what professions, though the custom professions do not get written into history nor appear in engravings, etc. When applied to a dwarf, the custom profession will enable all its related labors for him/her and disable any existing labors not in the profession.&lt;br /&gt;
&lt;br /&gt;
'''Custom roles''' allow you to define groups of [[attributes]] (e.g, strength); [[Personality_trait|traits ]] (e.g, self-discipline); [[skills]] (e.g, appraiser); and preferences (e.g., fondness for fire opals) that, when considered together, determine how suited a particular dwarf is for that role.&lt;br /&gt;
&lt;br /&gt;
On their own roles don't do anything, but when combined with the labor optimizer you can assign professions based on how suitable the dwarf is for that labor. For example, melee dwarfs should have high agility (attribute), low anger (trait), be skilled with the various weapon skills (armor user, shield user), and perhaps have a preference for armors. If a dwarf meets this criteria, he is said to fill the melee-dwarf role.&lt;br /&gt;
&lt;br /&gt;
Note that in vanilla Dwarf Fortress ''roles'' are simply professions. A &amp;quot;Mason&amp;quot; is a role/profession that says a dwarf has some skills/traits/attributes that make up a good mason. This usage of profession is different than Dwarf Therapist's, as a DT profession is really a collection of labors, and by default has nothing to do with roles.&lt;br /&gt;
&lt;br /&gt;
'''Optimization plans''' are used by Dwarf Therapist to automatically assign labors to dwarves based on how suited they are for the labor. The goal in a plan is to minimize the number if idle dwarves by ensuring they all have enough labors assigned, and also to ensure that dwarves get labors they are well suited to. An automatic labor assigner does no good if it never gives the Mining labor to your legendary miner. &lt;br /&gt;
&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
'''Export packages''' are ZIP or other archive files containing a set of differing customizations all meant for a single purpose.&lt;br /&gt;
&lt;br /&gt;
=== Military Starter Kit ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Packaged Export&lt;br /&gt;
| download link   = {{dffd|9232}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = This ZIP file contains the customizations created over the course of the &amp;quot;Putting it all Together&amp;quot; section of the {{dffd|7889|Dwarf Therapist User Guide}}: a set of tools that makes military drafting into a much easier and more elegant process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Professions ==&lt;br /&gt;
&lt;br /&gt;
=== Chesh05's Professions ===&lt;br /&gt;
&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Custom Profession&lt;br /&gt;
| download link   = [http://www.mediafire.com/download/9n94h4o147pi1yp/Chesh05+Custom+Professions+Last+Updated+November+2014.dtp Chesh05 Custom Professions]&lt;br /&gt;
| author          = [https://www.reddit.com/user/chesh05 Chesh05]&lt;br /&gt;
| comments        = Last Updated Nov 11, 2014&lt;br /&gt;
A collection of basic custom professions&lt;br /&gt;
}}&lt;br /&gt;
== Grid Views ==&lt;br /&gt;
'''Grid views''' are the main list view in Dwarf Fortress they are accessible via the tabs at the top of the list view (Labors, Military, Social, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Compact Labors View ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            = Grid View&lt;br /&gt;
| download link   = {{dffd|9233}}&lt;br /&gt;
| author          = ResMar&lt;br /&gt;
| comments        = An even smaller version of the default Labor view which merges all of the hauling sublabors into one &amp;quot;Hauling&amp;quot; column. This view is recommended for 21-inch screens, as it allows you to use the labor view with left or right-mounted docks without resorting to a horizontal scrollbar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Masterwork Dwarf Therapist ===&lt;br /&gt;
Highly customized version of Dwarf Therapist for use with Masterwork dwarf fortress.  It uses the same binary build as Splinterminds, just uses a new .dtg (default grid view) as well as a .ini file that covers name changes for Masterwork. http://www.bay12forums.com/smf/index.php?topic=132010.0&lt;br /&gt;
&lt;br /&gt;
== Filter Scripts ==&lt;br /&gt;
'''Filter scripts''' are simple commands that determine what dwarves to show in the main DT window. For example, a &amp;quot;military only&amp;quot; filter script would hide all the non-military dwarves. It is like a &amp;quot;search&amp;quot; for your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Pending Changes ===&lt;br /&gt;
Displays only those dwarves with pending changes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Pending Changes&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
d.is_labor_state_dirty(0)  ||&lt;br /&gt;
d.is_labor_state_dirty(1)  ||&lt;br /&gt;
d.is_labor_state_dirty(2)  ||&lt;br /&gt;
d.is_labor_state_dirty(3)  ||&lt;br /&gt;
d.is_labor_state_dirty(4)  ||&lt;br /&gt;
d.is_labor_state_dirty(5)  ||&lt;br /&gt;
d.is_labor_state_dirty(6)  ||&lt;br /&gt;
d.is_labor_state_dirty(7)  ||&lt;br /&gt;
d.is_labor_state_dirty(8)  ||&lt;br /&gt;
d.is_labor_state_dirty(9)  ||&lt;br /&gt;
d.is_labor_state_dirty(10) ||&lt;br /&gt;
d.is_labor_state_dirty(11) ||&lt;br /&gt;
d.is_labor_state_dirty(12) ||&lt;br /&gt;
d.is_labor_state_dirty(13) ||&lt;br /&gt;
d.is_labor_state_dirty(14) ||&lt;br /&gt;
d.is_labor_state_dirty(15) ||&lt;br /&gt;
d.is_labor_state_dirty(16) ||&lt;br /&gt;
d.is_labor_state_dirty(17) ||&lt;br /&gt;
d.is_labor_state_dirty(18) ||&lt;br /&gt;
d.is_labor_state_dirty(19) ||&lt;br /&gt;
d.is_labor_state_dirty(20) ||&lt;br /&gt;
d.is_labor_state_dirty(21) ||&lt;br /&gt;
d.is_labor_state_dirty(22) ||&lt;br /&gt;
d.is_labor_state_dirty(23) ||&lt;br /&gt;
d.is_labor_state_dirty(24) ||&lt;br /&gt;
d.is_labor_state_dirty(25) ||&lt;br /&gt;
d.is_labor_state_dirty(26) ||&lt;br /&gt;
d.is_labor_state_dirty(27) ||&lt;br /&gt;
d.is_labor_state_dirty(28) ||&lt;br /&gt;
d.is_labor_state_dirty(29) ||&lt;br /&gt;
d.is_labor_state_dirty(30) ||&lt;br /&gt;
d.is_labor_state_dirty(31) ||&lt;br /&gt;
d.is_labor_state_dirty(32) ||&lt;br /&gt;
d.is_labor_state_dirty(33) ||&lt;br /&gt;
d.is_labor_state_dirty(34) ||&lt;br /&gt;
d.is_labor_state_dirty(35) ||&lt;br /&gt;
d.is_labor_state_dirty(36) ||&lt;br /&gt;
d.is_labor_state_dirty(37) ||&lt;br /&gt;
d.is_labor_state_dirty(38) ||&lt;br /&gt;
d.is_labor_state_dirty(39) ||&lt;br /&gt;
d.is_labor_state_dirty(40) ||&lt;br /&gt;
d.is_labor_state_dirty(41) ||&lt;br /&gt;
d.is_labor_state_dirty(42) ||&lt;br /&gt;
d.is_labor_state_dirty(43) ||&lt;br /&gt;
d.is_labor_state_dirty(44) ||&lt;br /&gt;
d.is_labor_state_dirty(45) ||&lt;br /&gt;
d.is_labor_state_dirty(46) ||&lt;br /&gt;
d.is_labor_state_dirty(47) ||&lt;br /&gt;
d.is_labor_state_dirty(48) ||&lt;br /&gt;
d.is_labor_state_dirty(49) ||&lt;br /&gt;
d.is_labor_state_dirty(50) ||&lt;br /&gt;
d.is_labor_state_dirty(51) ||&lt;br /&gt;
d.is_labor_state_dirty(52) ||&lt;br /&gt;
d.is_labor_state_dirty(53) ||&lt;br /&gt;
d.is_labor_state_dirty(54) ||&lt;br /&gt;
d.is_labor_state_dirty(55) ||&lt;br /&gt;
d.is_labor_state_dirty(56) ||&lt;br /&gt;
d.is_labor_state_dirty(57) ||&lt;br /&gt;
d.is_labor_state_dirty(58) ||&lt;br /&gt;
d.is_labor_state_dirty(59) ||&lt;br /&gt;
d.is_labor_state_dirty(60) ||&lt;br /&gt;
d.is_labor_state_dirty(61) ||&lt;br /&gt;
d.is_labor_state_dirty(62) ||&lt;br /&gt;
d.is_labor_state_dirty(63) ||&lt;br /&gt;
d.is_labor_state_dirty(64) ||&lt;br /&gt;
d.is_labor_state_dirty(65) ||&lt;br /&gt;
d.is_labor_state_dirty(66) ||&lt;br /&gt;
d.is_labor_state_dirty(67) ||&lt;br /&gt;
d.is_labor_state_dirty(68) ||&lt;br /&gt;
d.is_labor_state_dirty(69) ||&lt;br /&gt;
d.is_labor_state_dirty(70) ||&lt;br /&gt;
d.is_labor_state_dirty(71) ||&lt;br /&gt;
d.is_labor_state_dirty(72) ||&lt;br /&gt;
d.is_labor_state_dirty(73)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ramblurr's Filter Pack ===&lt;br /&gt;
A small collection of filter scripts useful when using the labor optimizer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Ramblurr's Filter Pack&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Military&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Nobles&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Non Noble&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&lt;br /&gt;
Non-Mil and Non-Noble&lt;br /&gt;
!d.noble_position() &amp;amp;&amp;amp; d.squad_id() &amp;lt; 0&lt;br /&gt;
&lt;br /&gt;
Not Missing Limbs&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp; !d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
Missing Limbs&lt;br /&gt;
d.has_health_issue(31,0) || d.has_health_issue(31,1)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tofof's Unhandicapped Filter ===&lt;br /&gt;
Excludes dwarves based on blindness and usability (not just absence) of limbs.&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Tofof's Unhandicapped Filter&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
!(&lt;br /&gt;
//blind&lt;br /&gt;
d.has_health_issue(15,0)&lt;br /&gt;
&lt;br /&gt;
//severed or missing limbs&lt;br /&gt;
|| d.has_health_issue(31,0) &lt;br /&gt;
|| d.has_health_issue(31,1)&lt;br /&gt;
&lt;br /&gt;
//ability to stand lost or imparied   (note - treatable if nerve damage)&lt;br /&gt;
|| d.has_health_issue(17,0)&lt;br /&gt;
&lt;br /&gt;
//ability to grasp lost or imparied   (note - treatable if nerve damage)&lt;br /&gt;
|| d.has_health_issue(18,0)&lt;br /&gt;
&lt;br /&gt;
//paralyzed body or limbs  (note - can be sutured)&lt;br /&gt;
|| d.has_health_issue(3,0)&lt;br /&gt;
|| d.has_health_issue(3,1)&lt;br /&gt;
&lt;br /&gt;
//severed sensory nerve aka completely numb  (note - can be sutured)&lt;br /&gt;
|| d.has_health_issue(4,0)&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
To do the inverse and show only handicapped dwarves, remove the first and last lines: &amp;quot;!(&amp;quot; and &amp;quot;)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Filter Pack ===&lt;br /&gt;
I pretty much use the 1st three every migrant wave.&lt;br /&gt;
I use an optimization plan to single out militia dwarfs (ranged and melee) to weaving (weapon, melee) and alchemy (archers, i.e. crossbowdwarfs).&lt;br /&gt;
&lt;br /&gt;
Then I run the second script to see who rates high for noble roles, and pick them&lt;br /&gt;
&lt;br /&gt;
Then I run the 3rd to apply a labor optimization plan.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Thistleknot's Filter Pack&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
1. Not Injured/Missing Limb &amp;amp;&amp;amp; Not Cursed (Used to find military candidates)&lt;br /&gt;
&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
//not missing limbs&lt;br /&gt;
(&lt;br /&gt;
(&lt;br /&gt;
!d.has_health_issue(31,0) &amp;amp;&amp;amp;&lt;br /&gt;
!d.has_health_issue(31,1))&lt;br /&gt;
//OR&lt;br /&gt;
||&lt;br /&gt;
!d.has_health_issue(31,-1)&lt;br /&gt;
)&lt;br /&gt;
)&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. Non military &amp;amp;&amp;amp; Not Injured &amp;amp;&amp;amp; Not Cursed (Used to find noble candidates)&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;lt; 0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name() == &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Non Military, Non Noble, Not Injured &amp;amp;&amp;amp; Not Cursed (Used to apply optimization plan to workers, I always enable hauling on them as well)&lt;br /&gt;
&lt;br /&gt;
!d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.current_job_id()!=52&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.curse_name()==&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
d.squad_id() &amp;gt;= 0&lt;br /&gt;
&lt;br /&gt;
Noble &amp;amp; Non_military&lt;br /&gt;
&lt;br /&gt;
d.noble_position()&lt;br /&gt;
&amp;amp;&amp;amp;&lt;br /&gt;
d.squad_id()&amp;lt;0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ResMar's &amp;quot;Working Class Dwarves&amp;quot; / Military Recruitment Availability Filter ===&lt;br /&gt;
&lt;br /&gt;
This is the large filter from the [http://dffd.wimbli.com/file.php?id=7889 Dwarf Therapist User Guide] by ResMar. It is explained in Chapter IV's &amp;quot;Writing Complex Scripts&amp;quot; section. &lt;br /&gt;
&lt;br /&gt;
Here is an explanation of the characteristics it selects for:&lt;br /&gt;
&lt;br /&gt;
This filter is designed to show dwarves that are available for full-time assignment to useful tasks, such as military recruitment. These so-called &amp;quot;working class dwarves&amp;quot; will meet the following requirements:&lt;br /&gt;
&lt;br /&gt;
# They have all hauling labors enabled. This is one of the most apparent indicators of a “working class” dwarf, but it’s nowhere near exclusive.&lt;br /&gt;
# They don’t have a nickname. Assuming you follow the advice given in “Assigning Nicknames”, nicked dwarves have already been dedicated to something.&lt;br /&gt;
# They have the masonry and/or stone detailing labors enabled, but are never above “adequate” skill in the former (since actually building stone blocks is assigned to dedicated masons), and never above “competent“ in the latter (I consider “skilled” the breaking point for when an engraver is actually worth his salt, and should be taken out of the working-class pool).&lt;br /&gt;
# They are not enlisted in the military (at least, not permanently). At least in my fortress, once a crossbowdwarf, always a crossbowdwarf slash hunter.&lt;br /&gt;
# They don't have certain “key” labors that are handled by dedicated dwarves enabled (mining, carpentry, woodcutting, stonecrafting, cooking, brewing, any of the metalsmithing tasks, either of the jewelry tasks, and clothesmaking). The precise composition of this list may vary somewhat for you, but most players learn to dedicate certain tasks to certain dwarves to maximize results very quickly.&lt;br /&gt;
# If they are skilled in certain useless or niche tasks (animal caretaking, small animal dissection, fish dissection, bee keeping, wax working, soap making) they have those tasks enabled. No one creates extra work for themselves by actually turning these off, at least not until you want this dwarf doing something for you.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Available Working Class Dwarves Filter&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
// hauling test&lt;br /&gt;
(d.total_assigned_labors(true) - d.total_assigned_labors(false) == 16) &amp;amp;&amp;amp;&lt;br /&gt;
// masonry and stone detailing test&lt;br /&gt;
(((d.labor_enabled(13) == true &amp;amp;&amp;amp; d.labor_rating(13) &amp;lt; 3) ||&lt;br /&gt;
d.labor_enabled(13) == false) || ((d.labor_enabled(12) == true &amp;amp;&amp;amp;&lt;br /&gt;
d.labor_rating(12) &amp;lt; 4) || d.labor_enabled(12) == false)) &amp;amp;&amp;amp;&lt;br /&gt;
// nickname test&lt;br /&gt;
(d.nickname() == &amp;quot;&amp;quot;) &amp;amp;&amp;amp;&lt;br /&gt;
// military duty test&lt;br /&gt;
!d.active_military() &amp;amp;&amp;amp;&lt;br /&gt;
// key dwarf test&lt;br /&gt;
(!d.labor_enabled(47) &amp;amp;&amp;amp; !d.labor_enabled(48) &amp;amp;&amp;amp; !d.labor_enabled(29) &amp;amp;&amp;amp; !d.labor_enabled(11) &amp;amp;&amp;amp; !d.labor_enabled(33) &amp;amp;&amp;amp; !d.labor_enabled(38) &amp;amp;&amp;amp; !d.labor_enabled(45) &amp;amp;&amp;amp; !d.labor_enabled(50) &amp;amp;&amp;amp; !d.labor_enabled(51) &amp;amp;&amp;amp; !d.labor_enabled(49) &amp;amp;&amp;amp; !d.labor_enabled(0) &amp;amp;&amp;amp; !d.labor_enabled(53) &amp;amp;&amp;amp; !d.labor_enabled(46)) &amp;amp;&amp;amp;&lt;br /&gt;
// useless labors test&lt;br /&gt;
((d.labor_rating(16) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(16)) || d.labor_rating(16) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Animal Tr.&lt;br /&gt;
((d.labor_rating(43) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(43)) || d.labor_rating(43) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Fish Diss.&lt;br /&gt;
((d.labor_rating(26) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(26)) || d.labor_rating(26) &amp;lt;= 0)&lt;br /&gt;
&amp;amp;&amp;amp; // Animal Diss.&lt;br /&gt;
((d.labor_rating(72) &amp;gt; 0 &amp;amp;&amp;amp; d.labor_enabled(72)) || d.labor_rating(72) &amp;lt;= 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Melee and Ranged Roles ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Custom Roles&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=8115 DFFD File]&lt;br /&gt;
| author          = Thistleknot&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
These are the Melee and Ranged Roles seen in Thistleknot's [https://www.youtube.com/watch?v=gNVci8h1MkY Efficiently Assign Militia/Labors] tutorial video, at least I think they are. I typed them in manually from what was visible on screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Optimization Plans ==&lt;br /&gt;
&lt;br /&gt;
=== Slyrdvs's Optimization Plan ===&lt;br /&gt;
{{DTAddon&lt;br /&gt;
| type            =  Optimization Plan&lt;br /&gt;
| download link   = [https://docs.google.com/file/d/0B1DYhz9SPDaESWZ2dXI4TjhWLUE/edit?usp=sharing Google Drive]&lt;br /&gt;
| author          = [http://www.reddit.com/user/slyrdvs /u//slyrdvs]&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| comments        = Last Updated Apr 29, 2013&lt;br /&gt;
From [http://www.reddit.com/r/dwarffortress/comments/1d39kd/anyone_have_a_good_optimizer_plan/ a reddit thread]. Emphasizes trapping and hunting, which may not be to everyone's playstyle. &lt;br /&gt;
&lt;br /&gt;
The author noted: When starting with the optimization plan on a new embark, set max jobs to 10. The dwarfs will usually have enough skills in certain areas to get 1-2 of each of the jobs that they should be good/great at. As you get more dwarfs in the fort you will if you see fit need to lower the max jobs to 7, then 5 and then fiddle with the percent total jobs to keep the workers and haulers how you would like.&lt;br /&gt;
&lt;br /&gt;
I tend to use 5-10 max jobs, and a hauler percent that is less than the max jobs. You only want to have dwarfs who don't have many important jobs running around hauling. I suggest fiddling with your percent jobs and hauler percent until you find something that you enjoy for your forts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note from SlyrDVS in a pm: I still have to sit down and plan the jobs out again, reoptimize for a new version. As for why I have so many trappers/hunters, they are the firstline defense, they can then later become the army. :P&lt;br /&gt;
&lt;br /&gt;
=== Thistleknot's Optimization Plan ===&lt;br /&gt;
{{Gamedata&lt;br /&gt;
|title = Thistleknot's Optimization Plans&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Import these as .csv&lt;br /&gt;
&lt;br /&gt;
Naming convention is&lt;br /&gt;
Name, % of dwarfs, # of Labors to assign&lt;br /&gt;
&lt;br /&gt;
Vanilla 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8,8,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.265,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vanilla 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12,12,100,0,0,0,0,0,0&lt;br /&gt;
Animal Caretaker,16,0.0243,1&lt;br /&gt;
Animal Trainer,15,0.265,1&lt;br /&gt;
Architect,14,0.9,1&lt;br /&gt;
Armorsmith,47,0.7929,1&lt;br /&gt;
Metalsmith,48,0.7929,1&lt;br /&gt;
Bone Carver,54,0.613,0.75&lt;br /&gt;
Brewer,29,0.9108,1&lt;br /&gt;
Butcher,24,0.75,1.25&lt;br /&gt;
Carpenter,11,0.826,1.25&lt;br /&gt;
Cheesemaker,36,0.1379,0.75&lt;br /&gt;
Clothier,33,0.1379,1.25&lt;br /&gt;
Cook,38,0.5495,1.25&lt;br /&gt;
Bowyer,59,0.7067,1&lt;br /&gt;
Chief Medical,17,0.826,1&lt;br /&gt;
Wound Dresser,21,0.7433,0.75&lt;br /&gt;
Dyer,63,0.1081,1.25&lt;br /&gt;
Farmer,39,0.9343,2&lt;br /&gt;
Fish Cleaner,42,0.3228,1.25&lt;br /&gt;
Fisherdwarf,41,0.3851,1.25&lt;br /&gt;
Furnace Operator,45,0.0243,1.25&lt;br /&gt;
Gem Cutter,50,0.8461,1&lt;br /&gt;
Hunter,44,0.6438,1&lt;br /&gt;
Leatherworker,27,0.9134,1.25&lt;br /&gt;
Lyemaker,62,0.6438,0.75&lt;br /&gt;
Mason,13,0.826,2.5&lt;br /&gt;
Mechanic,60,0.7433,1.25&lt;br /&gt;
Metalcrafter,49,0.7929,1&lt;br /&gt;
Milker,37,0.0243,0.75&lt;br /&gt;
Miller,34,0.5171,0.75&lt;br /&gt;
Miner,0,0.9771,2.5&lt;br /&gt;
Herbalist,40,0.5495,2.5&lt;br /&gt;
Thresher,35,0.7433,1&lt;br /&gt;
Potash Maker,61,0.1676,0.75&lt;br /&gt;
Bone Doctor,19,0.7433,0.75&lt;br /&gt;
,66,0.0243,0.75&lt;br /&gt;
Siege Engineer,57,0.3078,1.25&lt;br /&gt;
Siege Operator,58,0.8461,1.25&lt;br /&gt;
Soaper,31,0.2131,0.75&lt;br /&gt;
,67,0.3078,1.25&lt;br /&gt;
Engraver,12,0.6438,1&lt;br /&gt;
Stone Crafter,53,0.613,0.75&lt;br /&gt;
Surgeon,18,0.7433,0.75&lt;br /&gt;
Suturer,20,0.7433,0.75&lt;br /&gt;
Tanner,28,0.3078,1&lt;br /&gt;
Trapper,25,0.5333,0.75&lt;br /&gt;
Weaponsmith,46,0.7929,1&lt;br /&gt;
Weaver,32,0.2011,1.25&lt;br /&gt;
Wood Burner,64,0.0243,1.5&lt;br /&gt;
Woodcutter,10,0.4506,1.5&lt;br /&gt;
Wood Crafter,52,0.613,0.75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 8 Labor's Per (early fort)&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-8 MW - 2nd,8,100,0,0,0,1,0,0&lt;br /&gt;
Stone Crafter,53,0.95,0.75&lt;br /&gt;
Soaper,31,0.75,0.75&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Architect,14,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Tanner,28,0.8,1&lt;br /&gt;
,47,1,1&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Animal Caretaker,16,0.75,1&lt;br /&gt;
Miller,34,0.8,0.75&lt;br /&gt;
Miner,0,1,2&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
,15,0.85,1&lt;br /&gt;
Mechanic,60,0.8,1.5&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Cook,57,0.8,1.25&lt;br /&gt;
,62,0.8,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Dodger,63,0.75,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
Fisherdwarf,41,0.8,0.65&lt;br /&gt;
Macedwarf,13,0.95,1.75&lt;br /&gt;
Gem Cutter,40,1,2&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Weaver,21,0.9,0.75&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,64,0.21,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,56,1,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
,26,0.75,0.75&lt;br /&gt;
,43,0.8,0.65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork 12 Labor's Per&lt;br /&gt;
&lt;br /&gt;
Latest Plan100-12 MW - 1st,12,100,0,0,0,1,0,0&lt;br /&gt;
,61,0.75,0.75&lt;br /&gt;
Animal Caretaker,16,0.75,0.75&lt;br /&gt;
Animal Trainer,15,0.85,0.75&lt;br /&gt;
Miller,34,0.8,1.15&lt;br /&gt;
Architect,14,1,1&lt;br /&gt;
Armorsmith,47,1,1&lt;br /&gt;
Metalsmith,48,0.95,1&lt;br /&gt;
Bone Carver,54,0.95,0.75&lt;br /&gt;
Brewer,29,0.85,1&lt;br /&gt;
Butcher,24,0.8,1.25&lt;br /&gt;
Carpenter,11,1,1.25&lt;br /&gt;
Cheesemaker,36,0.75,0.75&lt;br /&gt;
Lyemaker,62,0.8,0.75&lt;br /&gt;
Cook,38,0.85,1.25&lt;br /&gt;
Bowyer,59,1,1&lt;br /&gt;
Chief Medical,17,0.9,1&lt;br /&gt;
,28,0.8,1&lt;br /&gt;
Wound Dresser,21,0.9,0.75&lt;br /&gt;
Dyer,63,0.75,1.25&lt;br /&gt;
Farmer,39,1,2&lt;br /&gt;
Fish Cleaner,42,0.8,1.25&lt;br /&gt;
Fisherdwarf,41,0.8,1.25&lt;br /&gt;
Furnace Operator,45,0.75,1.25&lt;br /&gt;
Gem Cutter,50,0.85,1&lt;br /&gt;
Herbalist,40,0.85,2.5&lt;br /&gt;
Hunter,44,0.85,1&lt;br /&gt;
Leatherworker,27,1,1.25&lt;br /&gt;
Mason,13,0.95,2.5&lt;br /&gt;
Mechanic,60,0.8,1.25&lt;br /&gt;
Metalcrafter,49,0.95,1&lt;br /&gt;
Milker,37,0.75,0.75&lt;br /&gt;
Miller,35,0.8,1&lt;br /&gt;
Miner,0,1,2.5&lt;br /&gt;
Furnace Operator,64,0.75,1.5&lt;br /&gt;
,31,0.75,0.75&lt;br /&gt;
Bone Doctor,19,0.9,0.75&lt;br /&gt;
,66,0.75,0.75&lt;br /&gt;
,57,0.8,1.25&lt;br /&gt;
Siege Operator,58,0.85,1.25&lt;br /&gt;
Spinner,67,0.8,1.25&lt;br /&gt;
,12,0.95,1&lt;br /&gt;
,53,0.95,1.5&lt;br /&gt;
Surgeon,18,0.9,0.75&lt;br /&gt;
Suturer,20,0.9,0.75&lt;br /&gt;
,33,0.75,1.25&lt;br /&gt;
,25,0.8,0.75&lt;br /&gt;
Weaponsmith,46,1,1&lt;br /&gt;
Weaver,32,0.75,1.25&lt;br /&gt;
,10,0.85,1.5&lt;br /&gt;
Wood Crafter,52,0.95,0.75&lt;br /&gt;
,30,1,1&lt;br /&gt;
,70,0.75,1&lt;br /&gt;
,68,1,0.75&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Using AutoLabor to manage hauling jobs alongside Labor Optimizer ===&lt;br /&gt;
Since I prefer Dwarf Therapist's %'s on calculating my roles to labor mappings via the Labor Optimizer, I found the dynamic ability that autolabor has missing.  So to alleviate this.  I still do my own labor optimizations every few migrant waves; however, I get the advantage of autolabor's hauling behaviour (I believe it doesn't enable hauling on dwarfs that have a labor enabled for queued job).&lt;br /&gt;
&lt;br /&gt;
Run this inside a DFHack console.&lt;br /&gt;
&lt;br /&gt;
Note: To avoid manually running each line in the console, save this to a text file in your DF folder (e.g. &amp;quot;dtautolabor.txt&amp;quot;) and run &amp;quot;script (filename)&amp;quot; in DFHack.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
| title = Copy and paste into DFHack console&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
autolabor 1&lt;br /&gt;
autolabor MINE disable&lt;br /&gt;
autolabor FEED_WATER_CIVILIANS haulers 1&lt;br /&gt;
autolabor CUTWOOD disable&lt;br /&gt;
autolabor CARPENTER disable&lt;br /&gt;
autolabor DETAIL disable&lt;br /&gt;
autolabor MASON disable&lt;br /&gt;
autolabor ARCHITECT disable&lt;br /&gt;
autolabor ANIMALTRAIN disable&lt;br /&gt;
autolabor ANIMALCARE disable&lt;br /&gt;
autolabor DIAGNOSE disable&lt;br /&gt;
autolabor SURGERY disable&lt;br /&gt;
autolabor BONE_SETTING disable&lt;br /&gt;
autolabor SUTURING disable&lt;br /&gt;
autolabor DRESSING_WOUNDS disable&lt;br /&gt;
autolabor BUTCHER disable&lt;br /&gt;
autolabor TRAPPER disable&lt;br /&gt;
autolabor DISSECT_VERMIN disable&lt;br /&gt;
autolabor LEATHER disable&lt;br /&gt;
autolabor TANNER disable&lt;br /&gt;
autolabor BREWER disable&lt;br /&gt;
autolabor ALCHEMIST disable&lt;br /&gt;
autolabor SOAP_MAKER disable&lt;br /&gt;
autolabor WEAVER disable&lt;br /&gt;
autolabor CLOTHESMAKER disable&lt;br /&gt;
autolabor MILLER disable&lt;br /&gt;
autolabor PROCESS_PLANT disable&lt;br /&gt;
autolabor MAKE_CHEESE disable&lt;br /&gt;
autolabor MILK disable&lt;br /&gt;
autolabor COOK disable&lt;br /&gt;
autolabor PLANT disable&lt;br /&gt;
autolabor HERBALIST disable&lt;br /&gt;
autolabor FISH disable&lt;br /&gt;
autolabor CLEAN_FISH disable&lt;br /&gt;
autolabor DISSECT_FISH disable&lt;br /&gt;
autolabor HUNT disable&lt;br /&gt;
autolabor SMELT disable&lt;br /&gt;
autolabor FORGE_WEAPON disable&lt;br /&gt;
autolabor FORGE_ARMOR disable&lt;br /&gt;
autolabor FORGE_FURNITURE disable&lt;br /&gt;
autolabor METAL_CRAFT disable&lt;br /&gt;
autolabor CUT_GEM disable&lt;br /&gt;
autolabor ENCRUST_GEM disable&lt;br /&gt;
autolabor WOOD_CRAFT disable&lt;br /&gt;
autolabor STONE_CRAFT disable&lt;br /&gt;
autolabor BONE_CARVE disable&lt;br /&gt;
autolabor GLASSMAKER disable&lt;br /&gt;
autolabor EXTRACT_STRAND disable&lt;br /&gt;
autolabor SIEGECRAFT disable&lt;br /&gt;
autolabor SIEGEOPERATE disable&lt;br /&gt;
autolabor BOWYER disable&lt;br /&gt;
autolabor MECHANIC disable&lt;br /&gt;
autolabor POTASH_MAKING disable&lt;br /&gt;
autolabor LYE_MAKING disable&lt;br /&gt;
autolabor DYER disable&lt;br /&gt;
autolabor BURN_WOOD disable&lt;br /&gt;
autolabor OPERATE_PUMP disable&lt;br /&gt;
autolabor SHEARER disable&lt;br /&gt;
autolabor SPINNER disable&lt;br /&gt;
autolabor POTTERY disable&lt;br /&gt;
autolabor GLAZING disable&lt;br /&gt;
autolabor PRESSING disable&lt;br /&gt;
autolabor BEEKEEPING disable&lt;br /&gt;
autolabor WAX_WORKING disable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mass Nickname Assignment for Sub-set Identification ==&lt;br /&gt;
&lt;br /&gt;
=== Workshop Profiles ===&lt;br /&gt;
By mass assigning nicknames inside Dwarf Therapist to &amp;quot;mark&amp;quot; dwarves, they can be easily found in workshop profiles (if using Masterwork Mod, DFHack is included, Alt Shift N sorts alphabetically).&lt;br /&gt;
&lt;br /&gt;
This is useful for workshops in various mods that train skills that you wish were limited to certain dwarfs, such as dwarfs who have a skill that is to be trained. (ex... train your axedwarf for your militia dwarfs (these would be the dwarfs that would be tagged with the nickname), via the warfare library)&lt;br /&gt;
&lt;br /&gt;
=== Using Labors to Mark dwarf's for Custom Professions/Super Labors, or for Militia purposes ===&lt;br /&gt;
In this video (http://www.youtube.com/watch?v=gNVci8h1MkY), I actually do this method to assign my militia, but it could be extended for &amp;quot;super labors&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
What I do is assign a custom role to something I wish to assign that Dwarf Therapist doesn't currently support (such as assign militia dwarfs via the labor optimizer).  So I use an optimization plan to assign a specific role (such as melee dwarfs) to a meaningless labor, then when the labors are assigned.  I hand assign them inside the Therapist tool to the melee role.&lt;br /&gt;
&lt;br /&gt;
One could use the same method to assign a dwarf to a custom profession that covers multiple labors (i.e. super labor concept).&lt;br /&gt;
&lt;br /&gt;
It goes without saying that one should unassign the meaningless labor.&lt;br /&gt;
&lt;br /&gt;
== Ratio's &amp;amp; hauling labors can be used to create throughput &amp;quot;levers&amp;quot; to target jobs ==&lt;br /&gt;
&lt;br /&gt;
=== Hauling ===&lt;br /&gt;
&lt;br /&gt;
A player can use hauling as a suppressor on dwarf's productivity.&lt;br /&gt;
&lt;br /&gt;
Generally, assigning hauling tasks to dwarf's who have a lower # of jobs assigned to them than the other dwarf's:&lt;br /&gt;
&lt;br /&gt;
  Achieves the effect of suppressing low % scores to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
=== # of Job's Per Dwarf ===&lt;br /&gt;
&lt;br /&gt;
A player can adjust this value before the optimization plan is ran.  Need more jobs accomplished overall.  Lowering the # when the fortress gets larger allows a player to allow his dwarf's to focus on higher skilled tasks.&lt;br /&gt;
&lt;br /&gt;
=== # of Jobs per Dwarf===&lt;br /&gt;
In Dwarf Therapist, when editing an optimization plan, you can set the # of jobs each dwarf can have up to.&lt;br /&gt;
&lt;br /&gt;
=== % Jobs to Assign===&lt;br /&gt;
When editing an optimization plan, the % of total jobs is the target # that is set.  This % is based on Dwarfs Selected * Jobs per Dwarf, then there is an ~ number representing the results of our rounded ratio:job #'s.&lt;br /&gt;
&lt;br /&gt;
=== Theory of Constraints===&lt;br /&gt;
The concept of lever's is borrowed from business concepts that try to maximize factory output.  They understand that throughput of the factory is affected by variables that you can control, things like hours worked, overtime, etc.  &lt;br /&gt;
&lt;br /&gt;
In our case we can &lt;br /&gt;
&lt;br /&gt;
1: Unassign hauling.&lt;br /&gt;
&lt;br /&gt;
1.a: Threshold to start assigning hauling (editable inside the optimization plan)&lt;br /&gt;
&lt;br /&gt;
2: Assign more labors for a specific labor by increasing it's ratio.&lt;br /&gt;
&lt;br /&gt;
3: Create more workshops that accept said job.&lt;br /&gt;
&lt;br /&gt;
4: Adjust the # of jobs per dwarf.&lt;br /&gt;
&lt;br /&gt;
5: Adjust the % total jobs to assign. &lt;br /&gt;
&lt;br /&gt;
Varying these values can result in higher throughput for a specific job when compared to other jobs.&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=231593</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=231593"/>
		<updated>2017-06-23T20:48:50Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{uv|40d}}&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports version 40d16, supposedly. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc.)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.16-exe.zip Download (Version 0.16)].&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.17c-exe.zip Download (Version 0.17c)].&lt;br /&gt;
&lt;br /&gt;
= How to install and run it =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version)&lt;br /&gt;
* from [http://sourceforge.net/projects/gladewin32/files/ this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot; (the files that is named like that : gtk-2.12.9-win32-2.exe, scroll down a bit).&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software, v0.17d, at [http://bartabox.banquise.net/df/companion-0.17d-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Reboot your computer. Although the software doesn't demand it, if you don't do so Python won't know where to find modules, leading to errors.&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
* No-one responds when I ask questions on the talk page.&lt;br /&gt;
Have everyone look at the discussion page on the off chance that they might know something.&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailed views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
* companion.0.15-any.zip&lt;br /&gt;
** linux support is back&lt;br /&gt;
** and now, it is fast&lt;br /&gt;
* companion.0.16-any.zip - 05/10/2009&lt;br /&gt;
** solves bug with additional languages&lt;br /&gt;
* companion.0.17-any.zip - 27/11/2009&lt;br /&gt;
** d16 support&lt;br /&gt;
** ASLR support&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking|DwarfCompanion]]&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack/scripts&amp;diff=231592</id>
		<title>Utility:DFHack/scripts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFHack/scripts&amp;diff=231592"/>
		<updated>2017-06-23T20:48:44Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DFHack is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Releases support versions up through DF 0.40.24 (as of June 3rd, 2015) and some of them have been [http://dwarffortresswiki.org/User:Quietust#DFHack-40d backported] to earlier versions. It runs on Windows, Linux, and MacOS X. As of June 3rd 2015, the latest version is [http://www.bay12forums.com/smf/index.php?topic=139553 DFHack 0.40.24-r3].&lt;br /&gt;
&lt;br /&gt;
Originally a simple memory hacking tool, DFHack has grown to become a full-fledged unofficial extension of the game itself, adding in functionality where official development has lacked. Due to its open-source and collaborative nature, anyone can add their own contribution to this tool. There are different kinds of contributions:&lt;br /&gt;
*Binpatches are raw memory edits that alter the game's behavior, which is usually deduced from disassembling. Their main use is bugfixing or the removal of cumbersome, easily alterable constraints. They can be found in the hack/patches folder. &lt;br /&gt;
*Plugins are snippets of C++ code that uses DFHack's library to fix bugs or add functionality. They must be compiled before use and are thus platform and dfhack-version dependent. They can be found in the hack/plugins folder.&lt;br /&gt;
*Scripts are files written in a scripting language (usually Lua or Ruby) that when loaded by DFHack fix bugs or add functionality. Contrary to plugins, they are not compiled and can be transferred between any platform. However any change within the DFHack data structures (between versions) may break some of these scripts.&lt;br /&gt;
&lt;br /&gt;
This page's purpose is to provide a comprehensive collection of all the plugins, scripts and binpatches ever written.&lt;br /&gt;
&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=137011.msg5076999#msg5076999 announce.lua] - Print an announcement to the screen and the gamelog.&lt;br /&gt;
*[https://github.com/jjyg/df-ai/ df-ai] - a script that plays alone in fortress mode.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7005776 force] - Allows forcing of events. Some of them are iffy, some don't work at all. It's mostly functional.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/8207480 hackWish] - Use a swanky GUI to create an item with any material and quality.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7021922 instant transmission] - Allows teleportation to units in adventure mode by adventurer. Also gives power level readout.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7005730 itemsyndrome] - Allows items to impart syndromes when equipped.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7005768 moddableGods] - Allows custom gods to be added as hist figures. They do nothing as of now. Might do something funny next version, but nobody knows what exactly.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=134774.0 Probability Syndrome] - Run AutoSyndrome commands which honour reaction probabilities.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7005764 projectileExpansion] - Allows a lot of stuff related to projectiles, such as explosions, syndrome addition and script running-on-creatures.&lt;br /&gt;
*[https://gist.github.com/warmist/8450238 rip-heart] - removes units heart for a better storage (usually kills in process)&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7021958 shapechange] - Allows willful polymorph into arbitrary creature with filtering by ID or size.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7839350 skillroll] - Allows for skills to be considered when running Lua scripts. Probability Syndrome is probably better for most purposes.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7035209 take-slave] - Like hire-guard, but with more transformation. Requires a SLAVE caste for currently played race.&lt;br /&gt;
*[https://gist.github.com/Putnam3145/7243759 teleport] - Allows simple teleportation of unit to position. Position can be cursor or hardcoded.&lt;br /&gt;
*[https://gist.github.com/Devduweb/6409714 trainskill] - Raises the skill level of a unit.&lt;br /&gt;
*[https://gist.github.com/Devduweb/6350270 fovcommand] - Executes a dfhack command on targets within the line of sight of a unit.&lt;br /&gt;
*[https://gist.github.com/Devduweb/6323075 callsiege] - Causes a random siege, you can set a probability for this to happen.&lt;br /&gt;
*[https://gist.github.com/Devduweb/6210329 naturalSkills] - Make sure creatures have their natural skills.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=135506.msg4925005#msg4925005 dwarves and points] - Allows to pick any number of embark dwarves and points.&lt;br /&gt;
*[https://gist.github.com/IndigoFenix/8543661 construct-creature] - Allows you to construct creatures with reactions that incorporate the reagent materials into the creature's body.  Perfect for robots and golems.&lt;br /&gt;
*[https://gist.github.com/IndigoFenix/8543557 slam] - A simple script that slams a creature into the ground at a given velocity.  Can cause targets to explode at high enough values.&lt;br /&gt;
*[https://gist.github.com/IndigoFenix/8543616 exile] - Sends units away into the wild. Options include fort members, pets, wild animals, invaders, merchants, and diplomats.&lt;br /&gt;
*[https://gist.github.com/IndigoFenix/8776696 hfspit] - Creates a pit under the target leading straight to the underworld.  Instant death to non-fliers.  Very small chance of triggering a demon attack.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=135597.0 DFHack spells] - Set of scripts for more complex interaction based spells&lt;br /&gt;
*[https://gist.github.com/warmist/8563110 spawn unit] - finally a central place for spawn unit script updates &lt;br /&gt;
*[https://gist.github.com/warmist/8594614 heal unit] - heal units script&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=137011.msg5077002#msg5077002 rubble_fluids module] - Functions for easy fluid and minecart interaction from Lua code.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=137011.msg5077002#msg5077002 rubble_fluids command] - Test driver and autoSyndrome command for the rubble_fluids module.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=136725.0 whosout] - lists any dorfs who are not in any of the burrows passed as arguments.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=136975.0 show-cursed] - list assumed name of any cursed dorfs&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=136749.0 show-dfhack-version] - outputs dfhack release to the console (put it in your dfhack.init)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=136748.msg5045463#msg5045463 show-speeds] - Shows current speed and encumbrance for each citizen.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128487.0 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=136155.0 Dwarven Emigration], a script that allows unhappy dwarves to emigrate with their families.&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack/Programming&amp;diff=231591</id>
		<title>Utility:DFHack/Programming</title>
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		<updated>2017-06-23T20:48:40Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Create your very own plugin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;v1.1 (see change log at the end)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INTRODUCTION ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress (DF) memory access library and a set of basic tools that use it (see the readme at https://github.com/DFHack/dfhack/blob/master/Readme.rst ).&lt;br /&gt;
&lt;br /&gt;
It is possible for developers to write plugins for DFHack, in order to extend the capabilities of DFHack (and therefore DF's gameplay). The plugins come mainly in two flavours:&lt;br /&gt;
* C++ plugins: libraries written in C++ that need to be compiled. They can use DFHack's low level functions very closely, and they will be able to perform complex functions ''very'' quickly.&lt;br /&gt;
* Lua and Ruby scripts: text-based scripts which can be dropped into place and modified on the fly. Certain things can be easier to do, and error handling is better in general, but the downside is that they can be quite ''slow'' - for example, trying to reveal the entire map from Lua may take an entire minute, while the C++ plugin can do it in a tiny fraction of a second. This document is focused entirely on plugins - if you would like to learn more about writing scripts, see https://github.com/DFHack/dfhack/blob/master/Lua%20API.rst&lt;br /&gt;
&lt;br /&gt;
This document explains how to get started at writing C++ plugins with Microsoft Visual C++ 2010, step by step. It is intended for people who are totally new to DFHack.&lt;br /&gt;
&lt;br /&gt;
== Getting Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
You'll need a test environment to run your script. Hence the need of getting DF. I'd recommend getting the latest &amp;quot;Lazy Newb Pack&amp;quot;, which includes not only Dwarf Fortress but also DFHack and other nice things, ready-to-use:&lt;br /&gt;
* Download the latest &amp;quot;Lazy Newb Pack&amp;quot;.&lt;br /&gt;
You can run DF once and observe the DFHack console. Type &amp;lt;code&amp;gt;die&amp;lt;/code&amp;gt; in that window to observe that the command line works (&amp;lt;code&amp;gt;die&amp;lt;/code&amp;gt; is a command to force-close DF).&lt;br /&gt;
&lt;br /&gt;
== Getting DFHack ==&lt;br /&gt;
&lt;br /&gt;
You must download the sources, and build them.&lt;br /&gt;
* Follow exactly the steps described in DFHack's readme: https://github.com/DFHack/dfhack/blob/master/Compile.rst&lt;br /&gt;
&lt;br /&gt;
== Make yourself comfy ==&lt;br /&gt;
=== Windows ===&lt;br /&gt;
As explained in the compiling guidelines (above), there are several scripts available, that will do different things : some will just build, some will also install the results to your DF's &amp;quot;hack&amp;quot; folder. To save some time, here is how you can set up Visual C++ to do a build+install every time you press &amp;lt;code&amp;gt;F7&amp;lt;/code&amp;gt;:&lt;br /&gt;
* Open &amp;lt;code&amp;gt;dfhack.sln&amp;lt;/code&amp;gt; in Visual C++&lt;br /&gt;
* Right-click on the Solution, and select &amp;quot;Properties&amp;quot;&lt;br /&gt;
* Go to &amp;quot;configuration properties&amp;quot;–&amp;amp;gt;&amp;quot;Configuration&amp;quot;&lt;br /&gt;
* In the full list of projects, uncheck &amp;lt;code&amp;gt;ALL_BUILD&amp;lt;/code&amp;gt;, and instead check &amp;lt;code&amp;gt;INSTALL&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Create your very own plugin ==&lt;br /&gt;
; What are the requirements for a plugin?&lt;br /&gt;
* A set of C++ source files (there can be just one if you want!)&lt;br /&gt;
* The libraries (&amp;lt;code&amp;gt;.lib&amp;lt;/code&amp;gt;) it will use&lt;br /&gt;
* The protobufs it will use (if any!)&lt;br /&gt;
Protobuf (protocol buffer) is a special serialization standard developed by Google, and its main use in DFHack is for communicating with other processes via TCP/IP (e.g. so you can write a separate application that communicates with DFHack to access/modify the game's memory). As such, it is outside of the scope of this document. Only a handful of plugins use that technology, such as &amp;lt;code&amp;gt;rename&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;isoworldremote&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The libraries are all the 3rd-party libraries you want to use in your project. The good news is that most libraries normally used in C++ have a high probability to be already used by some other plugin. In most cases, the only special library you're going to use is going to be &amp;quot;lua&amp;quot;, and only if your plugin is going to provide special functions that can be invoked from scripts.&lt;br /&gt;
&lt;br /&gt;
; The first step is to add your plugin to the list of plugins :&lt;br /&gt;
* Open &amp;lt;code&amp;gt;dfhack/plugins/CMakeLists.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
* Locate the section listing all the plugins : they start with &amp;lt;code&amp;gt;DFHACK_PLUGIN&amp;lt;/code&amp;gt;&lt;br /&gt;
* Add a line with your own plugin: &amp;lt;code&amp;gt;DFHACK_PLUGIN(myplugin myplugin.cpp)&amp;lt;/code&amp;gt;, and save the file.&lt;br /&gt;
* Create a blank file called &amp;lt;code&amp;gt;myplugin.cpp&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;dfhack/plugins&amp;lt;/code&amp;gt;, alongside all the other plugins&lt;br /&gt;
&lt;br /&gt;
Now you need to run DFHack's awesome build scripts, to make them generate all the relevant project files for you:&lt;br /&gt;
* Observe all the batch files in &amp;lt;code&amp;gt;dfhack/build&amp;lt;/code&amp;gt; starting with &amp;quot;generate&amp;quot; &lt;br /&gt;
* Run your favourite one. For example, you can choose &amp;lt;code&amp;gt;generate-MSVC-minimal.bat&amp;lt;/code&amp;gt;&lt;br /&gt;
Once this finishes, Visual C++ will prompt you to reload the project if you have it open, and once you do so you'll notice that your project &amp;quot;myplugin&amp;quot; has magically appeared. However, since the source file is still blank, it's not exactly ready to compile.&lt;br /&gt;
&lt;br /&gt;
== Mandatory C++ instructions ==&lt;br /&gt;
&lt;br /&gt;
Open any simple plugin (e.g. &amp;lt;code&amp;gt;tubefill.cpp&amp;lt;/code&amp;gt; ) and observe its structure.&lt;br /&gt;
&lt;br /&gt;
At the top will be a block of #include statements to allow you to use DFHack. This block can vary, but in nearly all cases it should contain the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#include &amp;quot;Core.h&amp;quot;&lt;br /&gt;
#include &amp;quot;Console.h&amp;quot;&lt;br /&gt;
#include &amp;quot;Export.h&amp;quot;&lt;br /&gt;
#include &amp;quot;PluginManager.h&amp;quot;&lt;br /&gt;
#include &amp;quot;DataDefs.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
using namespace DFHack;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These 5 headers are required for pretty much ''every'' plugin - depending on what you're doing, you'll want to include some extras as well.&lt;br /&gt;
&lt;br /&gt;
Let's imagine your plugin will be a command called from DFHack's console. Well then, that command will call an actual function. It is that function that you declare here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;command_result tubefill(color_ostream &amp;amp;amp;out, std::vector&amp;amp;lt;std::string&amp;amp;gt; &amp;amp;amp; params);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For now, the function only gets declared, we'll define it later in the source code. You'll need to do the same, by replacing &amp;lt;code&amp;gt;tubefill&amp;lt;/code&amp;gt; with &lt;br /&gt;
&amp;lt;code&amp;gt;myplugin&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, tell DFHack's global plugin engine to be aware of our plugin (so that it can load it, etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DFHACK_PLUGIN(&amp;quot;tubefill&amp;quot;);&amp;lt;/pre&amp;gt;&lt;br /&gt;
From now on, every time you see &amp;quot;tubefill&amp;quot;, replace it with &amp;quot;myplugin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
; Each plugin has two central functions:&lt;br /&gt;
* &amp;lt;code&amp;gt;DFhackCExport command_result plugin_init(color_ostream&amp;amp;, std::vector&amp;lt;PluginCommand&amp;gt;&amp;amp;)&amp;lt;/code&amp;gt;. This is run when the plugin gets loaded, whether or not its command gets run from the command line.&lt;br /&gt;
* &amp;lt;code&amp;gt;DFhackCExport command_result plugin_shutdown(color_ostream)&amp;amp;&amp;lt;/code&amp;gt;. This is run when the plugin gets unloaded (i.e. when DFHack shuts down).&lt;br /&gt;
'''Note the &amp;lt;code&amp;gt;DFhackCExport&amp;lt;/code&amp;gt; before the function signatures. This is required so that DFHack can load your plugin.'''&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;color_ostream&amp;amp;&amp;lt;/code&amp;gt; parameter to these functions is an output stream that prints to the DFHack console. You can use this to output debug messages when your plugin is being loaded/unloaded. (An example of using such an output stream is given in the section [http://dwarffortresswiki.org/index.php/Utility:DFHack/Programming#Simplest_possible_plugin:_Hello_world.21 Simplest possible plugin].)&lt;br /&gt;
&lt;br /&gt;
The second parameter to the &amp;lt;code&amp;gt;plugin_init&amp;lt;/code&amp;gt; function is important -- it is a reference to the list of available commands. You use this to add your own command which calls the &amp;lt;code&amp;gt;myplugin&amp;lt;/code&amp;gt; function you declared earlier.&lt;br /&gt;
&lt;br /&gt;
As an example, &amp;lt;code&amp;gt;tubefill&amp;lt;/code&amp;gt; uses this code to add the &amp;quot;tubefill&amp;quot; command so it can be run in the console:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DFhackCExport command_result plugin_init ( color_ostream &amp;amp;out, std::vector &amp;lt;PluginCommand&amp;gt; &amp;amp;commands)&lt;br /&gt;
{&lt;br /&gt;
    commands.push_back(PluginCommand(&amp;quot;tubefill&amp;quot;,&amp;quot;Fill in all the adamantine tubes again.&amp;quot;,tubefill, false,&lt;br /&gt;
        &amp;quot;Replenishes mined out adamantine but does not fill hollow adamantine tubes.\n&amp;quot;&lt;br /&gt;
        &amp;quot;Specify 'hollow' to fill hollow tubes, but beware glitchy HFS spawns.\n&amp;quot;));&lt;br /&gt;
    return CR_OK;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;tubefill&amp;quot;&amp;lt;/code&amp;gt; will be the string to which the command line must respond, when entered. &lt;br /&gt;
* &amp;lt;code&amp;gt;tubefill&amp;lt;/code&amp;gt; is the function that must be called when the command is typed into the command line. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;Fill in all the adamantine tubes again.&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;Replenishes mined out adamantine...&amp;quot;&amp;lt;/code&amp;gt; are the &amp;quot;manual&amp;quot; that will be displayed in the help or when the command is called with the wrong parameters (see below how to test that).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tubefill&amp;lt;/code&amp;gt;'s &amp;lt;code&amp;gt;plugin_shutdown&amp;lt;/code&amp;gt;, however, is empty (it just returns the standardized &amp;quot;OK&amp;quot; return code : &amp;lt;code&amp;gt;CR_OK&amp;lt;/code&amp;gt;). That's because the plugin is simple and doesn't need to delete objects, or close connections, or do any kind of post-processing.&lt;br /&gt;
&lt;br /&gt;
Finally, you'll find the actual function definition:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;command_result tubefill(color_ostream &amp;amp;amp;out, std::vector&amp;amp;lt;std::string&amp;amp;gt; &amp;amp;amp; params)&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
    return CR_OK;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Simplest possible plugin: Hello world! ==&lt;br /&gt;
&lt;br /&gt;
Here is how to just have a message displayed in the DFHack console when someone enters your command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;command_result myplugin (color_ostream &amp;amp;amp;out, std::vector &amp;amp;lt;std::string&amp;amp;gt; &amp;amp;amp; parameters)&lt;br /&gt;
{&lt;br /&gt;
    out.print(&amp;quot;Hello Monsieur Ouxx!\n&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
return CR_OK;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Please note that you have other outputs available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;out.printerr(&amp;quot;Oh my gosh, this is an error.\n&amp;quot;);&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can now test your plugin : Press F7, then run DF and enter &amp;quot;myplugin&amp;quot; in the DFHack console. You should see the message &amp;quot;Hello Monsieur Ouxx!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Parameters checking ==&lt;br /&gt;
&lt;br /&gt;
You might want to test that your command was called with the relevant parameters. Here is an example of how to do it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;command_result myplugin (color_ostream &amp;amp;amp;out, std::vector &amp;amp;lt;std::string&amp;amp;gt; &amp;amp;amp; parameters)&lt;br /&gt;
{&lt;br /&gt;
    bool param1_ok, param2_ok;&lt;br /&gt;
    for(size_t i = 0; i &amp;amp;lt; parameters.size();i++)&lt;br /&gt;
    {&lt;br /&gt;
        if(parameters[i] == &amp;quot;param1&amp;quot;)&lt;br /&gt;
            param1_ok = true;&lt;br /&gt;
        else if(parameters[i] == &amp;quot;param2&amp;quot;)&lt;br /&gt;
            param2_ok = true;&lt;br /&gt;
        else&lt;br /&gt;
            return CR_WRONG_USAGE;&lt;br /&gt;
    }&lt;br /&gt;
    if(!param1_ok &amp;amp;amp;&amp;amp;amp; !param2_ok)&lt;br /&gt;
        return CR_WRONG_USAGE;&lt;br /&gt;
&lt;br /&gt;
    return CR_OK;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
As explained before, if &amp;lt;code&amp;gt;CR_WRONG_USAGE&amp;lt;/code&amp;gt; is returned, then the verbose help text defined in &amp;lt;code&amp;gt;commands.push_back&amp;lt;/code&amp;gt; will be displayed.&lt;br /&gt;
&lt;br /&gt;
Another interesting approach to that (as seen in plugin &amp;quot;buildingplan&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;if (!parameters.empty())&lt;br /&gt;
{&lt;br /&gt;
    if (parameters.size() == 1 &amp;amp;amp;&amp;amp;amp; toLower(parameters[0])[0] == 'v')&lt;br /&gt;
    {&lt;br /&gt;
        out &amp;amp;lt;&amp;amp;lt; &amp;quot;Building Plan&amp;quot; &amp;amp;lt;&amp;amp;lt; endl &amp;amp;lt;&amp;amp;lt; &amp;quot;Version: &amp;quot; &amp;amp;lt;&amp;amp;lt; PLUGIN_VERSION &amp;amp;lt;&amp;amp;lt; endl;&lt;br /&gt;
    }&lt;br /&gt;
    else if (parameters.size() == 2 &amp;amp;amp;&amp;amp;amp; toLower(parameters[0]) == &amp;quot;debug&amp;quot;)&lt;br /&gt;
    {&lt;br /&gt;
        show_debugging = (toLower(parameters[1]) == &amp;quot;on&amp;quot;);&lt;br /&gt;
        out &amp;amp;lt;&amp;amp;lt; &amp;quot;Debugging &amp;quot; &amp;amp;lt;&amp;amp;lt; ((show_debugging) ? &amp;quot;enabled&amp;quot; : &amp;quot;disabled&amp;quot;) &amp;amp;lt;&amp;amp;lt; endl;&lt;br /&gt;
    }        &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Suspend the core! ==&lt;br /&gt;
&lt;br /&gt;
This might be the MOST IMPORTANT section in this document. Never ever forget to suspend the game's core execution before you manipulate anything in its internal data. It is done by adding the following statement:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;CoreSuspender suspend;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no need to actually ''do'' anything with this variable - simply declaring it will cause Dwarf Fortress to be suspended, and once the variable goes out of scope (e.g. when the plugin function returns), the game will be unsuspended.&lt;br /&gt;
&lt;br /&gt;
You will observe that most plugins actually start with that instruction. Fortunately, our &amp;quot;Hello world&amp;quot; plugin doesn't manipulate any internal data, so we didn't need that. But that's about to change.&lt;br /&gt;
&lt;br /&gt;
== Create your own viewscreen ==&lt;br /&gt;
&lt;br /&gt;
Many plugins add menus to DF in order to extend capabilities (or, at least, sort out DF's mess). A good example of that is the plugin &amp;lt;code&amp;gt;buildingplan&amp;lt;/code&amp;gt;. It displays a menu with lists of materials, and allows to filter the materials. Lists and filters. That's what DF is all about!&lt;br /&gt;
&lt;br /&gt;
[[File:DFHack_Plugin-_buildingplan_screenshot.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You make them fit into a &amp;quot;viewscreen&amp;quot;, that is: an additional screen that will fit into DF. This section is about creating a NEW viewscreen, not replacing one already existing in DF.&lt;br /&gt;
&lt;br /&gt;
Have a look at class &amp;lt;code&amp;gt;ViewscreenChooseMaterial&amp;lt;/code&amp;gt; : it extends DFHack-provided class &amp;lt;code&amp;gt;dfhack_viewscreen&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;class ViewscreenChooseMaterial : public dfhack_viewscreen&lt;br /&gt;
{&lt;br /&gt;
...&amp;lt;/pre&amp;gt;&lt;br /&gt;
It needs to implement the two following functions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;void feed(set&amp;amp;lt;df::interface_key&amp;amp;gt; *input)&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void render()&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
    dfhack_viewscreen::render();&lt;br /&gt;
    ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how &amp;lt;code&amp;gt;render&amp;lt;/code&amp;gt; calls the overridden function of its parent class.&lt;br /&gt;
&lt;br /&gt;
You will find more examples in the plugin &amp;lt;code&amp;gt;manipulator&amp;lt;/code&amp;gt;. Have a look at class &amp;lt;code&amp;gt;viewscreen_unitlaborsst&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
See also: &amp;quot;Replacing an existing view screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Manipulate the display ==&lt;br /&gt;
&lt;br /&gt;
Once your viewscreen is up and running with its very own &amp;lt;code&amp;gt;render&amp;lt;/code&amp;gt; function, you may do whatever you please with the display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Screen::clear();                                    //delete the screen&lt;br /&gt;
Screen::drawBorder(&amp;quot;  Building Material  &amp;quot;);        //create a new DF-style screen, with a title and a border&lt;br /&gt;
&lt;br /&gt;
masks_column.display(selected_column == 0);         //display our column (read this tutorial further)&lt;br /&gt;
&lt;br /&gt;
int32_t y = gps-&amp;amp;gt;dimy - 3;                          //do some calculation on the window size, to position stuff&lt;br /&gt;
OutputHotkeyString(2, y, &amp;quot;Toggle&amp;quot;, &amp;quot;Enter&amp;quot;);        //define some hotkey&lt;br /&gt;
x += 3;&lt;br /&gt;
OutputHotkeyString(x, y, &amp;quot;Save&amp;quot;, &amp;quot;Shift-Enter&amp;quot;);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List columns ==&lt;br /&gt;
In class &amp;lt;code&amp;gt;ViewscreenChooseMaterial&amp;lt;/code&amp;gt;'s private members, you'll see this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ListColumn&amp;amp;lt;df::dfhack_material_category&amp;amp;gt; masks_column;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ListColumn&amp;lt;/code&amp;gt; is a template provided by DFHack. Just feed it with anything you like.&lt;br /&gt;
&lt;br /&gt;
== Manipulating DF's data ==&lt;br /&gt;
&lt;br /&gt;
Start with observing the class &amp;lt;code&amp;gt;ItemFilter&amp;lt;/code&amp;gt;. You'll notice that DF exposes pretty much every possible type of object/item from the game. And what DF doesn't, DFHack does. You'll immediately notice these:&lt;br /&gt;
&lt;br /&gt;
* df::dfhack_material_category&lt;br /&gt;
* MaterialInfo&lt;br /&gt;
* df::item_quality&lt;br /&gt;
&lt;br /&gt;
Have a look at &amp;lt;code&amp;gt;vector&amp;amp;lt;string&amp;amp;gt; getMaterialFilterAsVector()&amp;lt;/code&amp;gt;. It shows you how to get the description from a material, as a string:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;transform_(materials, descriptions, material_to_string_fn);&lt;br /&gt;
&lt;br /&gt;
if (descriptions.size() == 0)&lt;br /&gt;
    bitfield_to_string(&amp;amp;amp;descriptions, mat_mask);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Managing speed ==&lt;br /&gt;
&lt;br /&gt;
Some plugins need to run regular processing, but at a certain rate, in order not to block DF. Here is how &amp;lt;code&amp;gt;buildingplan&amp;lt;/code&amp;gt; handles game ticks (important: this is only provided as an out-of-context code snippet, with no further explanations):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#define DAY_TICKS 1200&lt;br /&gt;
DFhackCExport command_result plugin_onupdate(color_ostream &amp;amp;amp;out)&lt;br /&gt;
{&lt;br /&gt;
    static decltype(world-&amp;amp;gt;frame_counter) last_frame_count = 0;&lt;br /&gt;
    if ((world-&amp;amp;gt;frame_counter - last_frame_count) &amp;amp;gt;= DAY_TICKS/2)&lt;br /&gt;
    {&lt;br /&gt;
        last_frame_count = world-&amp;amp;gt;frame_counter;&lt;br /&gt;
        planner.doCycle();&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    return CR_OK;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modifying an existing viewscreen ==&lt;br /&gt;
Maybe you don't want to add an additional viewscreen, but instead add features to one that already exists in DF. In that case, creating a child to &amp;lt;code&amp;gt;dfhack_viewscreen&amp;lt;/code&amp;gt;` (as seen in section &amp;quot;Create your own view screen&amp;quot;) and implementing &amp;lt;code&amp;gt;render&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;feed&amp;lt;/code&amp;gt; is not enough. Instead, you need to create a child of DF's actual viewscreen and '''interpose''' those two functions in it.&lt;br /&gt;
&lt;br /&gt;
That's the case of class &amp;lt;code&amp;gt;buildingplan_hook&amp;lt;/code&amp;gt; in plugin &amp;lt;code&amp;gt;buildingplan&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You will notice that, unlike &amp;lt;code&amp;gt;ViewscreenChooseMaterial&amp;lt;/code&amp;gt;, it extends class &amp;lt;code&amp;gt;df::viewscreen_dwarfmodest&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;dfhack_viewscreen&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;struct buildingplan_hook : public df::viewscreen_dwarfmodest&lt;br /&gt;
{&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following instructions are then required to glue everything together:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DEFINE_VMETHOD_INTERPOSE(void, feed, (set&amp;amp;lt;df::interface_key&amp;amp;gt; *input))&lt;br /&gt;
{&lt;br /&gt;
    ...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
DEFINE_VMETHOD_INTERPOSE(void, render, ())&lt;br /&gt;
{   &lt;br /&gt;
    ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Once you've defined how the two functions will insert into DF, you can put them to action:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;IMPLEMENT_VMETHOD_INTERPOSE(buildingplan_hook, feed);&lt;br /&gt;
IMPLEMENT_VMETHOD_INTERPOSE(buildingplan_hook, render);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this will completely ''replace'' the original viewscreen logic with whatever you provide - in order to call the original code (e.g. for the usual default behavior), you can do &amp;quot;INTERPOSE_NEXT(function_name)(args);&amp;quot;. Depending on how the original viewscreen works, you'll have to make sure you do it in the right place.&lt;br /&gt;
&lt;br /&gt;
See also: &amp;quot;Create your own viewscreen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== CHANGE LOG ==&lt;br /&gt;
* v1.0 Redaction&lt;br /&gt;
* v1.1&lt;br /&gt;
** moved &amp;quot;return CR_OK;&amp;quot; in one of the code snippets&lt;br /&gt;
** corrected a mistake about the need of using &amp;quot;DEFINE_VMETHOD_INTERPOSE&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tutorial:Powerplay_Guide&amp;diff=231590</id>
		<title>Tutorial:Powerplay Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tutorial:Powerplay_Guide&amp;diff=231590"/>
		<updated>2017-06-23T20:48:23Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is an intermediate guide for Adventurer Mode. For a beginner's tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
:''Updated to DF 43.05. Work in progress!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide focuses on powerplay, that is, building the most powerful combat-oriented character and achieving goals that can be undoubtedly considered &amp;quot;winning the game of Dwarf Fortress&amp;quot;. Yet, fun is prioritised so glitch/bug abuse to get an advantage will not be used. For the most part, it is tailored towards players with some adventure mode experience, as there will be no explanation of basic gameplay elements, such as Fast ['''T''']ravelling, ['''R''']emoving an item, ['''W''']earing an armour or ['''S''']tanding up. Also, it is assumed that readers are familiar with the Fortress mode to the point of being able to make at least Steel weapons/armor, as there will be no explanation on this part either.&lt;br /&gt;
&lt;br /&gt;
However, this does not mean, that less experienced players will not benefit from this guide. All the combat mechanics, decisions and picks will be explained most thoroughly without missing any of the steps. As long as one is familiar with hotkeys, he/she is all set for reading this. And don't forget about spoilers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Generating  the world=&lt;br /&gt;
&lt;br /&gt;
[[File:Stq3w89lf.png|thumb|right|400px|Example of the well-balanced world for an adventure game]]&lt;br /&gt;
&lt;br /&gt;
Use the following settings:&lt;br /&gt;
&lt;br /&gt;
*'''World Size:''' Smaller&lt;br /&gt;
*'''History:''' Short&lt;br /&gt;
*'''Number of Civilizations:''' High&lt;br /&gt;
*'''Max. Number of Sites:''' High&lt;br /&gt;
*'''Number of Beasts:''' Medium (Default)&lt;br /&gt;
*'''Natural Savagery:''' Medium (Default)&lt;br /&gt;
&lt;br /&gt;
While, technically, every world is suitable for adventure mode, any player looking for a decent game should start in a world, that has at least the following features:&lt;br /&gt;
&lt;br /&gt;
*A tower&lt;br /&gt;
*2 or 3 Dark fortresses&lt;br /&gt;
*A vault&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
&lt;br /&gt;
*A desert&lt;br /&gt;
*An island no more than 2 blocks away from mainland&lt;br /&gt;
*A maze&lt;br /&gt;
&lt;br /&gt;
You can check whether your world has a certain feature by starting the said world in Legends mode.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''&amp;quot;Smaller&amp;quot;''' world size drastically reduces updating times, shortens the distance you will have to travel on foot and makes it more likely to explore more of the world. Don't get confused - even at this degree the generated world is much bigger than you would think, and is more than enough for a lengthy game while still preserving the features from bigger worlds.&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''&amp;quot;Short&amp;quot;''' history setting will make the world 125 years old. This is done to ensure, that goblin settlements (a.k.a Dark Pits) are not too abundant. It also prevents a lot of  takeover wars, so it is less likely to end up with dead civilization(s) or human towns populated by elves (or what's more likely, goblins).&amp;lt;br /&amp;gt;&lt;br /&gt;
*'''&amp;quot;High&amp;quot;''' number of civilizations provides increased chances of Towers and Dark Fortresses appearing. Same applies to the &amp;quot;High&amp;quot; Number of Sites, only that it also influences the amount of creature lairs and encampments in the wild.&lt;br /&gt;
&lt;br /&gt;
Number of beasts determines how many megabeasts will roam the world. It is affected by the world size (e.g. Smaller), so it is left at default value. Same applies to Natural Savagery and Mineral occurrence.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' After creating the desirable world, start a Dwarf Fortress mode game (preferably, at the 2-tiles-away island mentioned above) and  play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork Nether Cap shield, a couple of masterwork stacks of steel bolts and a suit of  adamantine armor. Retire the fort afterwards.&lt;br /&gt;
&lt;br /&gt;
You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use. &lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
The character creation follows the same order as it appears in game: Race/Civ/Status -&amp;gt;Starting Attributes/Skills-&amp;gt;Background-&amp;gt;Appearance -&amp;gt; Mental attributes.&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
&lt;br /&gt;
Human or Dwarf - there is a little difference besides the armour and clothing size, pick whatever you want. Some may argue, that dwarves have an advantage due to being able to wear better armour, made in player fortress. However, as I have realized (and you will realize too): later on masterwork armour is just as useful as standard quality. More on this will be explained in &amp;quot;Armour&amp;quot; section. As for the dwarven &amp;quot;Battle Trance&amp;quot; - this guide emphasizes on NOT finding yourself alone and surrounded most of the time, so it is negligible. Human will be used for this guide.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
&lt;br /&gt;
	 Peasant, Hero and Demigod look completely different, with demigod seemingly holding the most advantage. However, all three are mortal, and all three are capable of becoming unstoppable. The key difference is in starting stats/skills (with demigod beginning with most, Peasant with least) and stats cap (maximum attainable value). &lt;br /&gt;
&lt;br /&gt;
Simply put, the higher the starting stat (e.g. Strength), the higher it can be increased over the course of the game. Hence, demigods can have the highest stats in the end by simply having more to start with. Yet, even Peasant adventurer is capable of killing a Demon or Dragon in the endgame, so at the end of the day, all the status does '''is determine how easy and how fast your starting game will be.'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hero&amp;quot; is suitable for most players. Pick Demigod for easier early game. For the purposes of this guide, &amp;quot;Peasant&amp;quot; will be used to demonstrate, that these instructions are applicable to every single status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes and Skills ==&lt;br /&gt;
&lt;br /&gt;
===Body Attributes===&lt;br /&gt;
&lt;br /&gt;
All these stats distributions will leave no points wasted.&lt;br /&gt;
&lt;br /&gt;
'''Peasant:'''&lt;br /&gt;
*High Strength (20)&lt;br /&gt;
*High Agility (20)&lt;br /&gt;
*Very Low Recuperation (1)&lt;br /&gt;
*Very Low Disease Resistance (1)&lt;br /&gt;
*Very Low Creativity (1)&lt;br /&gt;
*Very Low Musicality (1)&lt;br /&gt;
*Very Low Empathy (1)&lt;br /&gt;
*Everything else: Average (5)&lt;br /&gt;
&lt;br /&gt;
'''Hero:'''&lt;br /&gt;
*High Strength (20)&lt;br /&gt;
*Superior Agility (--)&lt;br /&gt;
*Very Low Recuperation (1)&lt;br /&gt;
*Very Low Disease Resistance (1)&lt;br /&gt;
*Very Low Creativity (1)&lt;br /&gt;
*Very Low Musicality (1)&lt;br /&gt;
*Very Low Empathy (1)&lt;br /&gt;
*Everything else: Average (5)&lt;br /&gt;
&lt;br /&gt;
'''Demigod:'''&lt;br /&gt;
*High Strength (20)&lt;br /&gt;
*Superior Agility (--)&lt;br /&gt;
*Superior Memory (--)&lt;br /&gt;
*High Intuition (20)&lt;br /&gt;
*Very Low Recuperation (1)&lt;br /&gt;
*Very Low Disease Resistance (1)&lt;br /&gt;
*Very Low Creativity (1)&lt;br /&gt;
*Very Low Musicality (1)&lt;br /&gt;
*Very Low Empathy (1)&lt;br /&gt;
*Everything else: Average (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since your character is combat-based, attributes such as Creativity, Empathy and Musicality are absolutely useless, and must be kept low. As for recuperation and disease resistance, they only kick in when you're hurt, and if there is something that I stress in this guide it is &amp;quot;DON'T get hit&amp;quot;. This renders those stats useless. '''Agility and Strength''' are the MOST important as they affect move speed of the character, and that really matters. Memory is convenient addition, as it lets you memorize the areas you've been to and keep those areas free from fog of war. However, leave it at average unless playing as a demigod.&lt;br /&gt;
&lt;br /&gt;
The concept of pain was revised in 43.05, with thresholds significantly buffed for most creatures. Now a high willpower/toughness can, and will prevent your adventurer(and enemy alike) from passing out due to broken toe. Investing starting points in those stats is still a waste, however, as they are leveled relatively quickly, and do not need to be &amp;quot;Superior&amp;quot; or &amp;quot;Superhuman&amp;quot; to be effective. Endurance can be increased easily by sprinting or swimming. And while it matters at first, later on your character will have unlimited stamina, so don't put anything above average here. With average Social Awareness you can recruit two companions, increasing your fighting skills and kill list will let you recruit more later. Seeing as it is very tedious to manage 3 and above companions (you have to give out orders one by one), this attribute is better left at average (more on Social Awareness will be explained in &amp;quot;Companions&amp;quot; section).&lt;br /&gt;
&lt;br /&gt;
Finally, Intuition lets you see more detailed information on which part of your body the enemy is targeting. It is quickly leveled through any means of close combat, and hence, should be kept on average unless you play as demigod.&lt;br /&gt;
&lt;br /&gt;
===Starting skills===&lt;br /&gt;
All the distributions below have 1 to 4 leftover points. This is nothing to worry about, as skills can be easily improved and have no cap.&lt;br /&gt;
&lt;br /&gt;
Peasant:&lt;br /&gt;
*Adequate Swimmer (7)&lt;br /&gt;
*Competent dodger (8)&lt;br /&gt;
*Novice reader (6)&lt;br /&gt;
&lt;br /&gt;
Hero:&lt;br /&gt;
*Competent Swimmer (8)&lt;br /&gt;
*Expert dodger (13)&lt;br /&gt;
*Novice reader (6)&lt;br /&gt;
&lt;br /&gt;
Demigod:&lt;br /&gt;
*Skilled Swimmer (9)&lt;br /&gt;
*Master dodger (17)&lt;br /&gt;
*Novice reader (6)&lt;br /&gt;
&lt;br /&gt;
Dodge skill is a must take at character creation, as it is one of the skills that cannot be leveled without putting yourself in a harm's way. Same goes for Swimming. Any weapon skills are trainable in absolute safety, as will be described in section &amp;quot;Improving your skills&amp;quot;. Reading, on the other hand, cannot be improved during regular play, and is only available for learning at starting skill selection screen, and must be taken in order to read books, containing the secrets of Life and Death. Novice level reading skill allows you to read anything, there is no point in increasing it further.&lt;br /&gt;
&lt;br /&gt;
===Background and Gender===&lt;br /&gt;
&lt;br /&gt;
It is advised to start as a hearth-person, since your character will begin inside of the human fortress, close to weapons and armor stockpiles. Gender and deity worshiped are insignificant beyond aesthetics and roleplay. Of course, when building a killing machine of a character you'd most likely want him to worship a deity of war (or similar).&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
Visual facial features (e.g. long hair, lobed ears, etc.) bear little significance, and are there just for show. The constitution is what really matters - your character might be described as &amp;quot;tall&amp;quot;, &amp;quot;having a broad body&amp;quot; or &amp;quot;corpulent/fat/having great sacks of lard&amp;quot; (common when starting as a peasant). Fat does not slow down, and will be burnt away as your character does anything that involves sweating (sprinting or fighting to name a few). Broad body allows wielding of 2-handed weapons in one hand.&lt;br /&gt;
&lt;br /&gt;
However, avoid &amp;quot;tall&amp;quot; or &amp;quot;having a broad body&amp;quot; traits. In my experience, adventurers with these tend to get hit more often than ones with an average build, and two-handed weapons are slow to ever use anyway. Press &amp;quot;r&amp;quot; or &amp;quot;f&amp;quot; to re-roll your character's appearance until it becomes to your liking.&lt;br /&gt;
 &lt;br /&gt;
===Values and Personality===&lt;br /&gt;
&lt;br /&gt;
In DF2016, adventure mode now have implemented a complex personality system akin to that of fortress mode. All those perks and traits that you've seen in Fortress mode (e.g. &amp;quot;He is prone to anger&amp;quot;) are now present. This means your character will now have desires that need satisfying ''besides'' eating or sleeping. Just as fortress mode units do, adventurers will now want think abstractly, need to socialize, desire to pray to deity, e.t.c, all according to their (fully customizable) values and emotions (represented in green and teal respectively at character creation screen).&lt;br /&gt;
[[File:jhbg.png|thumb|right|200px|Values]]&lt;br /&gt;
[[File:afgew.png|thumb|right|200px|Emotions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though it is not necessary no satisfy the aforementioned needs, meeting most of them applies the &amp;quot;Focused&amp;quot; status. According to my tests, focused character will hit the target more often and dodge with increased effectiveness, so it is definitely worth the effort.&lt;br /&gt;
&lt;br /&gt;
Moreover, your character will have his own dream listed, based on the values you have specified. It is unknown at the moment what benefit fulfilling the dream will provide. Dreams can be easily changed (rerolled) by simply pressing full customization &amp;quot;f&amp;quot; key, then immediately pressing it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your warlike adventurer naturally values (+++) power, martial prowess, skill, cunning, truth, independence, stoicism, self-control, craftsmanship, competition, perseverance and knowledge. At the same time, he despises (---) nature, romance and peace while being indifferent (N/A) to everything else. He dreams of ruling the world (or becoming a legendary warrior).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the emotional plane, he never falls in love or lust, hates easily though not prone to anger, never gives in to feeling of sadness or anxiety, impervious to stress, has calm demeanor, strives for perfection, likes fighting, cruel, relentless, private to the point of paranoia and fears nothing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above values and emotions will provide your character with the following mindset:&lt;br /&gt;
&lt;br /&gt;
[[File:ytgvjb.png|thumb|center|600px|]]&lt;br /&gt;
&lt;br /&gt;
As seen in the above image, your warmongering adventurer will have strong desire for crafting, training, practicing, learning, and an insatiable thirst for battle, while barely requiring anything else. This is where the advantage of picking the values and emotions according to the instructions above start to show up: fighting anything will simultaneously satisfy four major needs (training,earning,battling,practicing)while crafting can be easily fulfilled by knapping (making sharp rock). More on satisfying the needs and getting the &amp;quot;Focused&amp;quot; status will be explained in the &amp;quot;Needs and Focus&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
Take into account, that you will not be able to EVER see this description (except list of needs) again during the regular gameplay. It is only available during character creation stage, so it is in your interests to make a screenshot and save it.&lt;br /&gt;
&lt;br /&gt;
===Finalizing the character===&lt;br /&gt;
&lt;br /&gt;
Values and personality screen is the last obstacle, that separates you from starting the game. Press Enter to begin the adventure.&lt;br /&gt;
&lt;br /&gt;
=Early Game=&lt;br /&gt;
&lt;br /&gt;
If you have followed all the instructions so far, you character will begin inside the human fortress. His/her starting items will depend on civilization you've chosen, however, all adventurers start with: &lt;br /&gt;
&lt;br /&gt;
*A large copper dagger&lt;br /&gt;
*A copper spear&lt;br /&gt;
*A waterskin with 3 units of water&lt;br /&gt;
*A backpack&lt;br /&gt;
*5 units of random foodstuffs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Immediate actions==&lt;br /&gt;
&lt;br /&gt;
The moment you spawn in the world, the following must be carried out immediately: ['''R''']emove your starting waterskin and ['''D''']rop it. I cannot stress this enough - it is absolutely, astonishingly useless, being able to fit only 3 units of water when your character needs to drink every 2-3 hours. Next, look around for soldiers of the fortress and recruit one of them as a companion. Afterwards, search around the fortress and pick up the following items:&lt;br /&gt;
&lt;br /&gt;
*Any 2 bags (chuck out anything that might have been inside)&lt;br /&gt;
*Full set of armor (Helm, mail shirt, breastplate, gauntlets, greaves, high boots, shield/buckler. These can be of any material for the time being.&lt;br /&gt;
*An axe and a warhammer. These can be of any material or 2-handed for the time being. If there are training versions of axe or spear, take those as well.&lt;br /&gt;
*A pike and a whip/scourge (optionally, if there are any available)&lt;br /&gt;
*5-10 copper or silver bolts&lt;br /&gt;
&lt;br /&gt;
Some fortresses might be under-stocked and lack some items from this list. In this case, fast travel to another fort and search again.&lt;br /&gt;
[[File:berrybag.png|thumb|right|200px|Berry bags are common in human villages]]&lt;br /&gt;
After you got your gear together, equip the armor and a spear (without shield). Travel to the nearest river and fill (I) one of your empty bags with water. This will result in a container with 100 water units - more than enough for a long journey, even though you will be amazed how fast it will disappear. &lt;br /&gt;
&lt;br /&gt;
To follow up, go in the nearby village and search in the peasants' houses for fisher/prickle berry/strawberry bags. All human civs start with fisher berries, so a village is guaranteed to have some. Usually, these bags contain multiple stacks of 20 to 100 berries. As soon as you've found one, drop your starting [5]stack food and pick the largest stack of berries. [P]ut it inside of your second bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your inventory should look similar to what is shown on the image below:&lt;br /&gt;
[[File:Startinginv.png|thumb|center|600px|All set, with a lucky find!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you are armored and armed, alongside a companion with plenty of food and drink. While still quite far from being combat-worthy, your character is now ready for initial combat training.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
At this stage, you are going to train your character's offensive and defensive skills. Even though they can be trained in any order, I suggest that you learn how to defend yourself first. However, it is completely up to you, and whatever training &amp;quot;facilities&amp;quot; you might have. When training, ask your companion to wait nearby at a distance he/she will not notice you fighting. This way, you will have a backup handy if something comes your way.&lt;br /&gt;
&lt;br /&gt;
NOTE: Instructions that follow include a lot of tedious button presses. To make your training experience more comfortable, it is advised that you install the amazing key shortcut tool &amp;quot;AutoHotkey&amp;quot;, available free of charge. It is a wonderful utility, that will make a lengthy combination into a matter of a single key press, which counts when typing Aa*gzua repeated 30 times, for example. Quickstart guide for AutoHotkey (along with an example script) can be found under &amp;quot;Tools&amp;quot; section. I personally do not consider this cheating in any way - it is a simple timesaver. By sticking to &amp;quot;hardcore style&amp;quot; button mashing you are not raising the challenge - you're introducing a handicap.&lt;br /&gt;
&lt;br /&gt;
===Defensive training===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defensive skill tree is comprised of Dodging and Shield user. These two are crucial to survival, they protect better than any armor, as both completely nullify ANY incoming damage, while armor does not. Armor user skill simply reduces speed penalty associated with wearing armor and is considered quasi-defensive.&lt;br /&gt;
&lt;br /&gt;
*Any attack except breath/webs/dust attacks can be dodged. On a successful dodge all damage is nullified.&lt;br /&gt;
*Any attack except dust/webs/wrestling grabs can be blocked. On a successful block all damage is nullified.&lt;br /&gt;
&lt;br /&gt;
A punch from a bronze colossus that can turn any armored human into paste is rendered completely harmless when blocked or dodged. Considering that around middle stages of the game you will encounter enemies much more fearsome than colossus makes Dodging and Shield User invaluable.&lt;br /&gt;
&lt;br /&gt;
'''Method:'''&lt;br /&gt;
*1.Find a small animal&lt;br /&gt;
*2.Grab it&lt;br /&gt;
*3.Let it attack you&lt;br /&gt;
*4.Train until Legendary&lt;br /&gt;
&lt;br /&gt;
'''Explanation:'''&lt;br /&gt;
&lt;br /&gt;
Make sure you have a weapon and a shield drawn. Prepare by placing your weapon in a backpack, then remove the said backpack and drop it somewhere you can remember. This will free you of unnecessary load. &lt;br /&gt;
Begin by finding a small animal - cavies make a good choice, so do horseshoe crabs, ducks, peacocks, turkeys, etc. Catch up to the said animal and grab it with your free hand. Now, simply spam the &amp;quot;Wait 10 ticks&amp;quot; button [.] and you will gain dodging/armor user/shield user experience as an animal you're holding attacks you. To gain shield user experience faster, manually block the incoming attacks with the shield. &lt;br /&gt;
&lt;br /&gt;
If the animal you were holding passes out from exhaustion, simply wait, then repeat the above routine. Repeat until Legendary in all three skills.&lt;br /&gt;
&lt;br /&gt;
Be aware, though, that even though your &amp;quot;animal training companion&amp;quot; is small, even a cat or a duck possess enough force to scratch the teeth out or stun with a well placed bite to the head, right through the helmet! Make sure your character is not tired prior to training.&lt;br /&gt;
&lt;br /&gt;
*AUTOHOTKEY: Using '''1::Send, .''' script will let you hold down [1] to continuously wait, instead of spamming the [.] wait button&lt;br /&gt;
*AUTOHOTKEY: Using '''2::Send, Aca''' script will make you instantly block an attack with your shield the moment you press [2]. Combined with [.], you can spam these two keys one after another to level Shield User very quickly.&lt;br /&gt;
&lt;br /&gt;
===Offensive training===&lt;br /&gt;
&lt;br /&gt;
Every skill that directly that harms the enemy is a part of Offensive skill tree. This includes: any weapon mastery, Improvised weapons skill (misc. object user), wrestling and throwing.&lt;br /&gt;
Majority of your targets will be dispatched with weapon strikes, some with unarmed strikes and wrestling and in certain cases, by having a heavy/sharp object flung at them. Hence, your character must learn to handle 3 weapon types (at least), punching/kicking, wrestling and throwing. Optionally, misc. object user is recommended, as this skill determines the hit rate (and damage) when bashing with the shield.&lt;br /&gt;
&lt;br /&gt;
By this time, you should have the gear as instructed earlier in &amp;quot;Immediate Actions&amp;quot; section. Make no mistake, ensure you have all the necessary equipment!&lt;br /&gt;
&lt;br /&gt;
====Method====&lt;br /&gt;
&lt;br /&gt;
*1.Find a horse&lt;br /&gt;
*2.Knock it unconscious&lt;br /&gt;
*3.Blind it&lt;br /&gt;
*4.Wait for it to regain consciousness&lt;br /&gt;
*5.Train until Legendary&lt;br /&gt;
&lt;br /&gt;
'''Explanation:'''&lt;br /&gt;
[[File:pastures.png|thumb|right|200px|Fast travel map with pastures highlighted]]'''&lt;br /&gt;
*Similar to the defensive training, you will have to find an &amp;quot;animal training companion&amp;quot; first. Any human village has special &amp;quot;Pasture&amp;quot; areas around it. They are distinctively marked as green squares on the fast travel map. Roam around these until you find some with cattle present. Horses make one of the best animals to train your weapon skills on, as they are common around pastures and can take a lot of damage. Sometimes, there will be llamas or cows present - those suffice as well.&lt;br /&gt;
&lt;br /&gt;
*As you have found a pasture spot with animals, memorize its location on the fast travel map. Remove your backpack and drop it there - it will be your training location for quite some time. &lt;br /&gt;
Next, take out the axe or a spear you have. Enter the [S]neaking mode and approach a horse. Use [A]ttacking menu and look for an Easy/Solid strike on legs/tail of the horse. You might have to approach it from multiple sides to find one. As soon as you have found an opening, stab the horse in the leg. If your strike connects, the horse will now have reduced movespeed, allowing to easily pursue it and stab another leg to bring horse to the ground.&lt;br /&gt;
&lt;br /&gt;
[[File:geld.png|thumb|right|200px|Sometimes even wooden weapons are dangerous]]&lt;br /&gt;
*From now on, you have to disable the horse, so it cannot move or attack (when enraged). Enraged horse will make a quick work of inexperienced adventurer, often biting or wrestling(!) the unfortunate to death by breaking all the bones. Hence, proceed to bashing both of its eyes with the shaft (or flat of the axe), then punch the teeth out. Finally,chop off all hooves. Wait around until horse regains consciousness if it passed out. Use ['''S''']neak mode to confirm, that the it has been blinded - if the usual cone of vision is not shown, it has. Blind animal cannot see you (obviously), and it does run away from what it cannot see. Also, it stops the horse from attacking you when enraged, but ONLY when you are '''not standing on the same tile as the enraged horse'''.&lt;br /&gt;
&lt;br /&gt;
*After all of the above has been done, you will have a blind, immobile but resilient live training dummy to practice weapon skills on. Target its lower body to reduce the chance of lung damage and suffocation. Wooden weapons are  perfect, as they do little to no harm. If you have no training weapons, use less lethal attacks, such as '''&amp;quot;Slap flat&amp;quot;''' for axe or '''&amp;quot;Shaft bash&amp;quot;''' for spear. &lt;br /&gt;
&lt;br /&gt;
In the same manner, '''target the hooves to level punching and kicking''' without risk of killing the horse prematurely, as all punches and kicks will glance off. Wrestling is skilled by grabbing/releasing or pinching, and '''unlike other combat skills, your training dummy doesn't have to be conscious!''' So you can as well practice your chokeholds and locks on a knocked-out horse.&lt;br /&gt;
&lt;br /&gt;
*Warhammer training is a bit tricky, as there are no training versions, and the weapon itself has only one attack (bash), which is deadly. A solution is to repeatedly bash the eye or mouth of your training dummy - doing so will provide experience without killing you &amp;quot;training companion&amp;quot;, and it works with all other weapons too. Sometimes, your character might accidentally hit the horse's head when targeting the eye due to lack of skill. If the outcome is lethal, simply make another horse into the training dummy and repeat. '''Horses do respawn at pastures''' when you wait, sleep or leave the area in fast travel. This means, if you accidentally happened to kill all the animals, simply leave and return for a new batch. &lt;br /&gt;
&lt;br /&gt;
'''Throwing''' experience doesn't require a training dummy and can be gained by throwing dirt or small stones. It's an essential skill that MUST be at legendary. Find a square that has &amp;quot;Small Rock&amp;quot; available in the [G]et menu, then use AutoHotkey to pick up stones and [T]hrow them instantly: &lt;br /&gt;
&lt;br /&gt;
*AUTOHOTKEY: Use (w/o quotes) &amp;quot;3::Send, g&amp;lt;letter of stone pickup&amp;gt;&amp;quot; to pick the stone up. Your inventory must be completely empty of other throwables and you must not be wearing a backpack.&lt;br /&gt;
*AUTOHOTKEY: Use (w/o quotes) &amp;quot;4::Send,t&amp;lt;letter of stone in your inventory&amp;gt;{Up}{Enter}&amp;quot; to throw the stone north.&lt;br /&gt;
*AUTOHOTKEY: Use (w/o quotes) &amp;quot;5::Send, Aaba&amp;quot; to repeatedly attack lower body with whatever you have equipped in your right hand&lt;br /&gt;
&lt;br /&gt;
====Crucial concepts====&lt;br /&gt;
&lt;br /&gt;
*'''Recovery Time''' - the amount of time a character is effectively shut down after any combat action (striking, shooting, wrestling, throwing, blocking, dodging). Needless to say, it leaves you completely at the mercy of the opponent, and must be minimized at all costs. Ranged weapons (bows, crossbows) have HUGE recovery time after firing, so avoid like plague. Any and all entities capable of  attacking have recovery time associated, indicated by &amp;quot;Recovering from attacking X' when targeted.&lt;br /&gt;
&lt;br /&gt;
*'''Quick wait''' - the [,] key. Waits for one tick, as opposed to normal wait [.], that takes 10 ticks. Allows you to better manage the timings of battle against fast opponents. &lt;br /&gt;
&lt;br /&gt;
*'''Enrage''' - sometimes a combatant might become enraged after getting hit (indicated by flashing red exclamation mark). This is equivalent to the berserking in fort mode, but not permanent. Any enraged creature will have its strength, pain threshold and resolve boosted, which removes any fear/shock status and sends it into relentless melee. You might find, that weaker foes who flee at the first signs of combat can be transformed into killing machines by Enrage, so avoid Enraged enemies if possible until they calm down.&lt;br /&gt;
&lt;br /&gt;
====Attack modes and when to use them====&lt;br /&gt;
&lt;br /&gt;
Quick, Heavy, Wild, Precise, Charge and Multi-attack.[[File:Attack_types.png|thumb|right|200px|Attack modes]] &lt;br /&gt;
&lt;br /&gt;
*'''Quick attack''' - use all the time, as it greatly reduces recovery time. Strength gain of your adventurer will minimize the damage losses to the meaningless minimum in no time.&lt;br /&gt;
&lt;br /&gt;
*Using the '''&amp;quot;multi-attack&amp;quot;''' [z] option in striking menu lets you strike on the move, hitting enemy while simultaneously evading his attack, or even an attack from another combatant. After selecting the attack type, enter the [A]ttack menu again, then Dodge away from the target. This technique is invaluable when fighting a crowd or a dangerous/prone to charge opponent. Always use vs. wrestlers. Press the quick wait [,] button to perform actions instead of regular wait to minimize recovery time. &amp;quot;Flutter like butterfly, sting like a megabeast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*'''Heavy attack, Wild Attack, Charge attack''' - Never use on their own. This means '''NEVER'''. Both heavy and wild have ridiculous recovery times and dubious benefits, and charging is best performed by moving into your opponent while having your [C]ombat preference set to &amp;quot;Always Charge&amp;quot;. However, Heavy attack has a use when combined with the next attack type: the Precise attack.&lt;br /&gt;
&lt;br /&gt;
*'''Precise attack''' - at first glance, it might seem to belong in the above category of &amp;quot;never use&amp;quot;. After all, the legendary weapon skill results in one-hit kill most of the times. That is until you come upon huge, extremely well armored, thick-skinned and legendary dodger enemies (and you will). Those adversaries will dodge well above 80% of your attacks, and those that land will either glance off, or cut skin/fat at best. This is where precise attack comes into play, and will win otherwise hopeless battle. It has the same enormous recovery time, so before striking make sure enemy is preoccupied with something else (attacking your companion for example). Then deliver '''Heavy Precise stab''' to the head with your best spear.&lt;br /&gt;
&lt;br /&gt;
====On Charging====&lt;br /&gt;
&lt;br /&gt;
Charge attack, when successful, will result in prone and stunned opponent, failed charge will stun the attacker instead.&lt;br /&gt;
&lt;br /&gt;
Needless to say, charging can, and will be a game changer. Mastering it is crucial. Execute by first changing the [C]ombat preference to &amp;quot;Always charge&amp;quot;, then moving into your opponent (do NOT use &amp;quot;charge attack mode from [A]tack menu!). After knocking down the enemy, deliver a quick blow to the vitals or hit the legs to keep it down. Don't forget to change [C]ombat preference back to &amp;quot;Never charge&amp;quot; after a fight.&lt;br /&gt;
&lt;br /&gt;
Size matters! Charging an elephant is as bad of an idea as it is in real life. Charge targets of your own size and, preferably, lower strength. If you were following the guide so far, your adventurer will have no problem trampling every human/dwarf sized enemy in the world. &lt;br /&gt;
&lt;br /&gt;
*Charge liberally vs: bandits, wolves, goblin raiders and elves. &lt;br /&gt;
*Charge carefully: enemies of your race marked as being &amp;quot;Tall&amp;quot; or &amp;quot;Muscular&amp;quot; (e.g. &amp;quot;Muscular bandit). &lt;br /&gt;
*Never charge: ANY undead, creatures of the night and anything larger than yourself. If it has &amp;quot;giant&amp;quot; in its name, it probably is.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
In brief: your core weapons of choice must invariably be Spear, Axe and Warhammer.&lt;br /&gt;
&lt;br /&gt;
====Weapons you must have====&lt;br /&gt;
&lt;br /&gt;
Any adventurer worth his dwarfbuck MUST master '''Spear, Axe and Warhammer'''. All creatures in the game can be killed by at least one of these weapons.&lt;br /&gt;
&lt;br /&gt;
'''Spear'''&lt;br /&gt;
&lt;br /&gt;
*Best vs: Wild animals, organic megabeasts, organic humanoids&lt;br /&gt;
*Worst vs: inorganic enemies&lt;br /&gt;
&lt;br /&gt;
High armor and tissue penetration values, fast speed, widespread availability. Stab attacks are lethal to any organic enemy: be it goblin or a dragon, a pieced brain is a sure death. It is a weapon of choice of the beasthunter and demonslayer alike,  a first weapon of choice for fighting huge organic enemies (except blobs). Against humanoids, it is capable of piercing breastplates and chipping bones, which leads to unconsciousness due to pain (that is an instant death sentence). Stabs against armor or enemy made out of superior material (e.g. copper spear vs steel) glance off harmlessly most of the time, so material is crucial to the performance of the spear. It also tends to get stuck in the body of the target quite often.&lt;br /&gt;
&lt;br /&gt;
However, spear is ineffective against targets with little or no vital organs (i.e. blobs, sponges) and is useless against inorganic enemies (i.e. made out of stone, metal, glass), as those have no organs whatsoever.  For those situations, use the next weapon on the list, the axe.&lt;br /&gt;
&lt;br /&gt;
'''Axe'''&lt;br /&gt;
*Best vs: Wild animals, humanoids, night creatures, undead, inorganic enemies.&lt;br /&gt;
*Worst vs: Large animals, Megabeasts or enemies of comparable size.&lt;br /&gt;
&lt;br /&gt;
A truly universal weapon, axe is amazingly effective against most foes, organic or not. The ultimate strength of the &amp;quot;hack&amp;quot; attack comes in ability to incapacitate and kill targets immune to pain or organ damage, lop off limbs and even cleave entire bodies asunder. A swift hack to the feet will bring down kobold and bronze colossus alike, creating an opening for a strike to the head. The best weapons against zombies, axe also has a &amp;quot;slap flat&amp;quot; blunt crushing attack to finish a grounded zombie off without switching to the warhammer. As with the spear, material axe is made out of is crucial to its performance. &lt;br /&gt;
&lt;br /&gt;
Otherwise, effectiveness of the axe diminishes as the target's size increases. Against large animals (such as rhino or elephant) hacking only cuts fat/skin/muscle without doing the lethal damage. Limbs of huge enemies are much thicker, and hence are much harder to chop off, often requiring 10 or more strikes. Against armored or clothed gigantic targets (i.e. demons) axe is worthless. Use the spear should you encounter these.&lt;br /&gt;
&lt;br /&gt;
'''Warhammer'''&lt;br /&gt;
&lt;br /&gt;
*Best vs: Humanoids and armored targets.&lt;br /&gt;
*Worst vs: Inorganic large creatures.&lt;br /&gt;
&lt;br /&gt;
Unanimously considered the deadliest weapon against humanoids, warhammer became even more viable choice with introduction of body parts pulping (crushing) (and bleeding from pulping). Your adversary might wear a full artifact adamantine armor set, and it will not save him from having bones broken right through it by the &amp;quot;bash&amp;quot; attack. Warhammer ignores any and all armor foes might wear. Additionally, the pulping damage stacks, so with some patience, it is possible to maul even the megabeasts (organic) to death. Warhammer is also the easiest weapon to make, with copper being one of the best materials for its production due to its density.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, hammer suffers from the same problem as battle axe - reduced combat yields against large targets. Also, attacks will glance off inorganic enemies made out of high-grade materials (e.g. steel colossus).&lt;br /&gt;
&lt;br /&gt;
====Optional weapons====&lt;br /&gt;
&lt;br /&gt;
'''Pike'''&lt;br /&gt;
&lt;br /&gt;
*Best vs: Wild animals, organic megabeasts, humanoids.&lt;br /&gt;
*Worst vs: Inorganic enemies&lt;br /&gt;
&lt;br /&gt;
Basically, a buffed spear on steroids. pike has even greater penetration value, meaning it pierces armour and thick tissues like paper. Undoubtedly the best weapon against large animals (elephant, rhino, hippo) and a good pick against organic megabeasts. However, as any 2handed weapon it is slower than spear, meaning your enemy might sneak in an attack before you do, which limits its use for predominantly hunting big game.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of the pike is its inability to be manufactured by dwarves in fortress mode. This limits your selection to whatever you can find in the world. Though, with enough luck you might be able to come across masterwork iron pike, however, this is as good as it can get - steel (and better) pikes are nonexistent in vanilla game.&lt;br /&gt;
&lt;br /&gt;
If you happen to be born under a particularly lucky star, a moody dwarf can sometimes produce an artifact pike from whatever metals you might have in the fort, including adamantine. But if that is the case, what are you doing here? Get to those lottery tickets numbers pronto!&lt;br /&gt;
&lt;br /&gt;
'''Whip and Scourge'''&lt;br /&gt;
&lt;br /&gt;
*Best vs: Everything&lt;br /&gt;
*Worst vs: Nothing&lt;br /&gt;
&lt;br /&gt;
Whip and Scourge are examples of one of the many bugs of Dwarf fortress. Basically, these act as blunt weapons, but have penetration values that of a lightsaber, being able to slice through any armor or thickness of flesh. A copper whip can chip a bone through steel, adamantine, demon skin and dragon scale. Altogether. It is also effective against inorganic enemies, chipping their body material and accumulating the damage that will eventually bring down anything. &lt;br /&gt;
&lt;br /&gt;
In the preamble to this guide I have mentioned not abusing glitches, and this is one of them. Do not use these weapons if you are looking for a reasonable challenge. Though it can be argued, that whips are somewhat less effective against enemies immune to pain.&lt;br /&gt;
&lt;br /&gt;
====ABSOLUTE BEST====&lt;br /&gt;
&lt;br /&gt;
This is a list of the best weapons you can possibly have (without exploiting) to give you something to aspire to. While some are impractically difficult to acquire, it is possible to manufacture them in fortress mode with creative resource management.&lt;br /&gt;
&lt;br /&gt;
*'''AXE:''' Artifact quality adamantine battle axe, coated with paralyzing FB dust.&lt;br /&gt;
*'''SPEAR:''' Artifact quality adamantine spear, coated with paralyzing FB dust.&lt;br /&gt;
*'''WARHAMMER:''' Artifact quality platinum warhammer, coated with necrosis inducing FB dust. Best blunt weapon you can ever get, period.&lt;br /&gt;
&lt;br /&gt;
'''''Legendary:'''''&lt;br /&gt;
&lt;br /&gt;
*'''PIKE:''' Artifact quality adamantine pike, coated with paralyzing FB dust. Best piercing weapon you can ever get, period.&lt;br /&gt;
*'''HALBERD:'''Artifact quality adamantine halberd coated with paralyzing FB dust. Best slashing weapon you ever can get, period.&lt;br /&gt;
&lt;br /&gt;
====Weapons to avoid====&lt;br /&gt;
&lt;br /&gt;
*'''Mace''' - warhammer is better in almost every aspect&lt;br /&gt;
*'''Sword''' - Lower penetration value than spear, less limb-hacking potential than axe and astonishingly useless slap attack, more fit to squishing mosquitoes.&lt;br /&gt;
*'''Most of 2h weapons''' - these  are slower, come in poor quality and rob you of opportunity to use shield (which is huge). Broad body adventurers can equip them in one hand, but unless you have an artifact produced by your fortress, 2-handed weapons' quality and material will be way below their 1-handed counterparts. &lt;br /&gt;
*'''Ranged weapons''' - Some weapons are simply least effective, some are plain bad, but none are actually as dangerous to '''their user''' as bow and crossbow get. After taking a shot (which, by the way,  cannot be aimed at a particular body part), your character will be stuck in place for about 20-40 [[Time#Breakdown|ticks]], unable to move, fight or in fact, unable to do anything. Maybe it was implemented to simulate reloading, but in any case, it leaves you vulnerable, very vulnerable. To add insult to injury, ammunition is dreadfully heavy, with as much as 10 bolts enough to slow down &amp;quot;high&amp;quot; strength character. And 10 is rarely enough to bring anything substantial down. If you want a ranged attack, throw bolts/arrows instead.&lt;br /&gt;
&lt;br /&gt;
====Unarmed combat====&lt;br /&gt;
&lt;br /&gt;
Kisat Dur: http://www.bay12forums.com/smf/index.php?topic=148015.0 A lot of the techniques described there are applicable to armed combat as well. Just don't try taking down bronze colossus with it.&lt;br /&gt;
&lt;br /&gt;
====Dual-wielding====&lt;br /&gt;
&lt;br /&gt;
Having a weapon in each hand does not allow you to strike with both at the same time, not even when using multi-attack (attacks are executed consequently, one after another). At most, it will spare you the effort of one key press if one of those weapons will get stuck in target's body. This gimmick comes with a huge cost of not being able to block. As such, dual-wielding is useless.&lt;br /&gt;
&lt;br /&gt;
====Sheathing====&lt;br /&gt;
&lt;br /&gt;
The {{k|q}} key lets you strap your weapon and/or shield to your back. Use it to free your hands for wrestling, climbing or equipping a different weapon/shield. You can have an infinite amount of items sheathed. [r]emove key can be used to retrieve sheathed items.&lt;br /&gt;
&lt;br /&gt;
===F.A.Q===&lt;br /&gt;
*Q:Best starting weapon? A: Battleaxe, Spear, Warhammer. Must be legendary in all three.&lt;br /&gt;
*Q:Can I dual wield? It sounds cool, but is it practical? A: Dual-wielding is useless compared to weapon+shield combo. Do not dual-wield.&lt;br /&gt;
*Q:How do I fight a crowd? A: Step one: bring 2+ companions. Step two: Fight one foe at a time, use charge attacks when applicable. Step three: Target the least armored first. Watch your stamina.&lt;br /&gt;
*Q:Can I charge X? What is the rule of thumb for charging? A:Is it bigger than yourself? Yes: Do not charge. No: charge!&lt;br /&gt;
*Q:Who do I target first in a fight vs. multiple opponents. A: Single out the least skilled/armed/armored opponent (e.g. Bandit recruit) and focus on him. Besides having one less enemy, chances are, after seeing him die, others will have their morale broken.&lt;br /&gt;
*Q:What part of an enemy do I target first in combat? A: Prioritize feet/legs unless you are absolutely sure you can deliver a one-hit kill blow to the head.&lt;br /&gt;
*Q:Enemy armour deflects my blows to the head, what do I do? A: Cripple the enemy with a blow to the legs, then target neck. Neck often has lesser protection when compared to the head. Using blunt weapon will improve your chances.&lt;br /&gt;
*Q:Best weapon for maiming opponents? A: Battleaxe and spear will do best in 95% of cases, target feet. Use warhammer against heavy armour.&lt;br /&gt;
*Q:I have ran out of stamina amidst a fight, and is tired/exert. what to do? A: [J]ump away from combat and let your companions hold while you regain your breath. Jumping does not consume stamina.&lt;br /&gt;
*Q:I am attacked by a night creature, how do I fight? A: As with many other humanoids, target the legs (and wings, if it has any). After hitting the ground, night creature cannot charge you, making the battle significantly easier. Note, that many of the night creature are almost as fast on the ground as they are of their feet.&lt;br /&gt;
*Q:My companions run at the very sight of an enemy! How do I make them fight? A: As any other creature, companions are affected by Discipline skill. The only way to rise it is to fight more, or train the companions beforehand. Though even high-discipline NPCs might flee before megabeasts or night creatures.  &lt;br /&gt;
*Q: I have accidentally hit my companion and he/she turned against me! How do I win him/her back? A:If enemies are around, let it go and don't help the rebel until enemies are no more or you have fled. Otherwise, using wrestling, grab their throat. Choke until companion passes out. Take away their weapon and wait for them to wake up. Afterwards, start grabbing limbs in a lock and breaking them. Gouge eyes/cheeks/lips to drive the point further. After a few rounds of wrestling torture, the insubordinate will break, and attempt to run. This is where you [T]alk to the rebel wannabe and ask to cease the hostilities. With a very high chance, he/she will agree and become benign. Speak to the ex-companion again and recruit back. Eyes and limbs will fully heal after rest.&lt;br /&gt;
*Q:I ended up on the ground, what do I do? A: Granted you can still walk, change your [S]peed to &amp;quot;Scramble&amp;quot; and then [s]tand up. &lt;br /&gt;
*Q: Odds are not in my favour. How do I escape? A: [D]rop the heavy items and flee at top speed - life is dearer than *Iron spear*. Run just enough to lose sight of the enemy, then fast travel away.&lt;br /&gt;
&lt;br /&gt;
===Finalizing the training===&lt;br /&gt;
&lt;br /&gt;
Repeat the training process until legendary in all necessary disciplines: Dodging, Shield user, Armor user, Axe, Spear, Warhammer, Pike, Wrestling, Striking, Kicking, Throwing. Additionally, you will end up with legendary Fighter-Archer skills as well as greatly increased strength, agility, endurance, focus and willpower.&lt;br /&gt;
&lt;br /&gt;
At this point, you have the gear, body and skills to shift the battle scales heavily in your favor. Now, it is time to venture onward and leave a mark in the world!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mid Game=&lt;br /&gt;
&lt;br /&gt;
Majority of your character's life, adventures and heroic deeds will be here, in the mid game.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
To begin a conversation, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.&lt;br /&gt;
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.&lt;br /&gt;
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.&lt;br /&gt;
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}&lt;br /&gt;
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.&lt;br /&gt;
* {{DFtext|Nevermind}} — This has you back out of having a conversation.&lt;br /&gt;
&lt;br /&gt;
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} and get to this first menu.) Your choices are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:right;width:30%;&amp;quot; | {{DFtext|Return to current topic (new menu)}}&lt;br /&gt;
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up specific incident or rumor (new menu)}}&lt;br /&gt;
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who you aren't under the command of. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a hearthperson}}&lt;br /&gt;
| Only appears when you are a leader. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up the journey together}}&lt;br /&gt;
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about any troubles}}&lt;br /&gt;
| Asks the listener what things in the world are bothering them and their people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the local ruler}}&lt;br /&gt;
| As you might imagine, this gets you some information on who controls this particular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Trade}}&lt;br /&gt;
| Allows you to trade with a merchant. Note that you have to be right next to them for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Exchange, give, or take personal items}}&lt;br /&gt;
| Like {{DFtext|Trade}}, only that it works with non-merchants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}&lt;br /&gt;
| Takes to a menu of various request you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depends on who you're talking to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask listener to join you (new menu)}}&lt;br /&gt;
| This is how you get companions. You can either ask them to join you on an adventure, or to lead you to some location.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Claim this site for yourself (group naming menu)}}&lt;br /&gt;
| This option allows you to stake a claim on the site you are in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for permission to stay a day}}&lt;br /&gt;
| Allows you to sleep in the listener's building for the night.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the structure you are in}}&lt;br /&gt;
| Tells you about whatever structure you are standing in, if you are standing in one.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about this site's neighbors and trade partners}}&lt;br /&gt;
| Lets you learn what sites this site is neighboring and/or trading with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the surrounding area}}&lt;br /&gt;
| Choosing this will tell you about some location nearby, and why it's significant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on weather}}&lt;br /&gt;
| Small talk about the weather. Really.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on natural surroundings}}&lt;br /&gt;
| Same as the weather, only about the nature around you.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Accuse listener of being a night creature}} &lt;br /&gt;
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about listener's profession}}&lt;br /&gt;
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about listener's family}}&lt;br /&gt;
| Discover what family the listener has, as expected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Brag about your past violent acts}}&lt;br /&gt;
| Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least severely less impactful than summarizing the conflict.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Say goodbye}}&lt;br /&gt;
| Ends the conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed.&lt;br /&gt;
&lt;br /&gt;
If they survive long enough/are trained well enough then companions are capable of leveling stats and skills. Thus they are susceptible to gaining a title or having a job title change as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement.&lt;br /&gt;
&lt;br /&gt;
If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river&amp;quot; (shown by a single dark blue line). Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
== Personal Finance ==&lt;br /&gt;
&lt;br /&gt;
=== Trading (barter) ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at depots in dwarven fortresses you can encounter brokers. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Theft ===&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop.&lt;br /&gt;
&lt;br /&gt;
If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.&lt;br /&gt;
&lt;br /&gt;
=== Managing coins ===&lt;br /&gt;
&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount &amp;quot;they owe you&amp;quot; during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
=== Where to get items to sell ===&lt;br /&gt;
&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quest Log ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
* '''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' gives you spit, which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu.&lt;br /&gt;
&lt;br /&gt;
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.&lt;br /&gt;
&lt;br /&gt;
= Sites =&lt;br /&gt;
&lt;br /&gt;
More information on each type of site can be found in the site's specific article.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Human Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:0}} ====&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human towns are highly modular, and are usually near some source of water, either the coast or a river.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
Towns usually have lots of interesting structures which are described fully in the [[town]] article.&lt;br /&gt;
&lt;br /&gt;
==== Hamlets {{Raw Tile|æ|7:0:0}} {{Raw Tile|Æ|7:0:0}} {{Raw Tile|{{=}}|7:0:0}} {{Raw Tile|≡|7:0:0}} ====&lt;br /&gt;
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets.&lt;br /&gt;
&lt;br /&gt;
Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Fortresses {{Raw Tile|Ω|7:0:1}} ====&lt;br /&gt;
These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in the own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges.&lt;br /&gt;
&lt;br /&gt;
Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.&lt;br /&gt;
&lt;br /&gt;
==== Mountain Halls {{Raw Tile|Ω|0:0:1}} ====&lt;br /&gt;
[[Mountain halls]] are the sites of the &amp;quot;deep dwarves,&amp;quot; located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.&lt;br /&gt;
&lt;br /&gt;
==== Hillocks {{Raw Tile|Ω|7:0:0}} ====&lt;br /&gt;
[[Hillock]]s are the dwarf equivalent to human hamlets. They consist of a few circular mounds filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].&lt;br /&gt;
&lt;br /&gt;
=== Elven Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Forest Retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ====&lt;br /&gt;
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.&lt;br /&gt;
&lt;br /&gt;
=== Goblin Sites ===&lt;br /&gt;
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==== Dark Fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:0}} {{Raw Tile|π|5:0:1}} ====&lt;br /&gt;
These are the main goblin sites. Some [[dark fortress]]es may contain a [[Underworld spire|certain spoiler]].&lt;br /&gt;
&lt;br /&gt;
==== Dark Pits {{Raw Tile|º|5:0:0}}====&lt;br /&gt;
These are the goblin equivalent of hamlets and hillocks. [[Dark Pit]]s are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Sites ===&lt;br /&gt;
==== Caves {{Raw Tile|•|#808080|#00DD00}}====&lt;br /&gt;
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions.&lt;br /&gt;
&lt;br /&gt;
=== Night Creature Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Necromancer's Towers {{Raw Tile|I|5:0:0}} ====&lt;br /&gt;
[[Necromancer]]'s Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, as necromancers cannot be elf or goblin.&lt;br /&gt;
&lt;br /&gt;
==== Lairs ====&lt;br /&gt;
Lairs are the homes of [[night troll]]s. Lairs are mounds or holes in the ground with doors or hatch covers. Most night troll lairs are inhabited by a single creature, but sometimes you'll encounter entire families of five or even ten.&lt;br /&gt;
&lt;br /&gt;
=== Megabeast Sites ===&lt;br /&gt;
==== Minotaur's Labyrinths {{Raw Tile|#|0:7:1}}====&lt;br /&gt;
A Labyrinth is an intricate network of tunnels often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. As you explore the labyrinth, you will hear the minotaur taunting you.&lt;br /&gt;
&lt;br /&gt;
==== Shrine {{Raw Tile|Å|7:0:0}} ====&lt;br /&gt;
Shrines are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossi]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Demon|Demons]] have also been reported to inhabit them.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
== How do I find an entrance to the underworld? ==&lt;br /&gt;
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.&lt;br /&gt;
&lt;br /&gt;
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.&lt;br /&gt;
&lt;br /&gt;
Method 3: You can start a [[dwarf fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.&lt;br /&gt;
&lt;br /&gt;
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.&lt;br /&gt;
&lt;br /&gt;
== I keep getting maimed! How can I fight without getting seriously hurt? ==&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to '''fight enemies one-by-one''' — keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to '''chop body parts off of your enemy''' — it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.&lt;br /&gt;
* Remember that '''it's better to let your enemy come to you, than to go to your enemy'''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
== How can I obtain armor as quickly as possible? ==&lt;br /&gt;
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.&lt;br /&gt;
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.&lt;br /&gt;
* You can also take along companions and have them killed, or just plainly murder people and loot their corpses for stuff. &lt;br /&gt;
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Remember that coins only have nominal value in the civilization they've been minted, but gems are equally valuable anywhere.&lt;br /&gt;
&lt;br /&gt;
== How do I increase my skills and attributes? ==&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills; very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.&amp;lt;p&amp;gt;An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air, by using {{k|f}} than {{k|&amp;lt;}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval, however this may be considered a bug and/or exploit.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Sneaking on the fast travel screen may work as well.{{Verify}} Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;As of version 40_23 one seem to acquire Observer skill from regular combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
== I managed to escape but my limbs are chopped off. Now what? ==&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
== What creatures of night can I become? ==&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices.&lt;br /&gt;
&lt;br /&gt;
Firstly, you can become a [[necromancer|'''necromancer''']].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire|'''vampire''']].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a vampire by desecrating statues\totems\altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast|'''werebeast''']].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a werebeast by desecrating statues\totems\altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them.{{version|0.42.01}}&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie|'''zombie''']].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]&lt;br /&gt;
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
=A glimpse into the Future=&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
* Passage from &amp;quot;Shooting &amp;lt;s&amp;gt;for&amp;lt;/s&amp;gt; the sky&amp;quot; , the giant toad bone bound book by Nefil Blackbone the human necromancer :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
... While seemingly absurd , the practice of ones abilities with a ranged weapon can be furthered by directing said weapon towards the sky . &lt;br /&gt;
After all , during day time the sky has one giant target that might even seem so large that it's impossible to miss , and the night sky has many smaller ones . &lt;br /&gt;
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms , thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target , this has further lead me to believe in the possibility of sky exploration , for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go . &lt;br /&gt;
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above . &lt;br /&gt;
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]] , while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal . &lt;br /&gt;
This is how the great space race between the Elves , Dwarves and Humans began , which would later on lead to massive intergalactic conflicts , space goblin invasions , immortal human emperors , elven space gates , interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Templates&amp;diff=231589</id>
		<title>Help:Templates</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Templates&amp;diff=231589"/>
		<updated>2017-06-23T20:47:35Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Anonymous parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PD Help Page}}&lt;br /&gt;
If you have standard texts you want to include on several pages, the MediaWiki template feature comes into play.&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
Templates are standard wiki pages whose content is designed to be [[w:Wikipedia:Transclusion|transcluded]] (embedded) inside other pages. Templates follow a convention that the name is prefixed with &amp;quot;&amp;lt;code&amp;gt;Template:&amp;lt;/code&amp;gt;&amp;quot;, assigning it to that [[Help:Namespaces|namespace]]; besides this, you can [[Help:Starting a new page|create them like any other wiki page]].&lt;br /&gt;
&lt;br /&gt;
The simplest use of templates is as follows. If you create a page called &amp;quot;Template:Welcome&amp;quot; with contents:&lt;br /&gt;
&lt;br /&gt;
 Hello! Welcome to the wiki.&lt;br /&gt;
&lt;br /&gt;
you'll have created your first template! If you then insert the code:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Welcome}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in any other page, when that page is viewed the text &amp;quot;Hello! Welcome to the wiki.&amp;quot; will appear instead of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Welcome}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. The template content is &amp;quot;transcluded&amp;quot; into the other page, i.e. it is integrated in the page.&lt;br /&gt;
&lt;br /&gt;
You can then insert &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Welcome}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at any point of any page where you wish to welcome someone. Suppose it is used in 100 pages. If you then change the template contents to:&lt;br /&gt;
&lt;br /&gt;
 Hi there! Welcome to this wonderful wiki.&lt;br /&gt;
&lt;br /&gt;
and revisit any of the 100 pages where the template was used, you'll see the new text instead of the original one. In this way, you have changed the content of 100 pages without editing them, because the template is transcluded into these pages.&lt;br /&gt;
&lt;br /&gt;
This is the basic mechanism. There are several additional features of transclusion that enrich this mechanism and make templates very useful.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Templates can be used in other pages in these ways:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Name}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; — as described above, this link will be dynamically replaced by the current content of &amp;lt;nowiki&amp;gt;[[Template:Name]]&amp;lt;/nowiki&amp;gt; at the time the page with the template link is loaded. The link will remain unchanged in the page's source.&lt;br /&gt;
*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{subst:Name}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; — when this template link is used, it will be replaced once and for all with the content of &amp;lt;nowiki&amp;gt;[[Template:Name]]&amp;lt;/nowiki&amp;gt; as of the time the page with the link is '''saved''': a copy of the contents of &amp;lt;nowiki&amp;gt;[[Template:Name]]&amp;lt;/nowiki&amp;gt; will be ''substituted'' for the template link. The contents are then a part of the including page, and can be edited normally, separately from the original. ''Note'': changes to the source template page will ''not'' be propagated to the page with the template link.&lt;br /&gt;
*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{safesubst:Name}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; — this was introduced in [[rev:61710]] to allow for substitution that doesn't break transclusion, see [[w:en:Help:Substitution#The safesubst: modifier]].&lt;br /&gt;
*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{msgnw:Name}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; includes the template in a form that displays it as raw wiki syntax (the way &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;amp;lt;nowiki&amp;amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; does) when the page containing it is fetched.&lt;br /&gt;
&lt;br /&gt;
In fact, an ordinary wiki page can also be used as a template, simply by specifying the namespace it resides in, so:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Template:Pagename}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;  includes &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Template:Pagename]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Foo:Pagename}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;       includes &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Foo:Pagename]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{:Pagename}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;          includes &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Pagename]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{subst::Pagename}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;    replaces itself with the contents of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Pagename]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If no such namespace exists, the full title is assumed to be a template:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Foo:Bar}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;            includes &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Template:Foo:Bar]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
To enrich the mechanism of transclusion, MediaWiki allows parameters to be passed to a template when it is transcluded. Parameters allow the template to produce different contents or have different behaviors.&lt;br /&gt;
&lt;br /&gt;
Suppose you wish to insert a little thank you note in the [[Help:Talk pages|talk page]] of other users, such as:&lt;br /&gt;
&lt;br /&gt;
{{Thankyou|all your effort|Me}}&lt;br /&gt;
The thank you note will have a reason (in this case, &amp;quot;all your effort&amp;quot;) and a signature (&amp;quot;Me&amp;quot;). Your objective is that any user is able to thank any other user, for any reason whatsoever.&lt;br /&gt;
&lt;br /&gt;
So that the note will look similar everywhere it is used, you can define a template called [[Template:Thankyou]], for example. Although the note should look similar whenever a user thanks another user, its specific contents (i.e. the reason and the signature) will be different. For that reason, you should pass them as parameters. If we ignore the remaining elements to format the box and place the image, the core content of the template will be this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;'''A little thank you...'''&lt;br /&gt;
for {{{1}}}.&lt;br /&gt;
hugs, {{{2}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice the use of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This is the way to identify, within templates, the parameters that will be passed in when the template is used. Note that, within the template, each parameter is surrounded by '''three''' braces: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{ }}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This is different from normal template name usage.&lt;br /&gt;
&lt;br /&gt;
When using the template on a page, you fill in the parameter values, separated by a &amp;quot;pipe&amp;quot; character (&amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt;). MediaWiki allows parameters to be passed to the template in three ways: Anonymously, Numbered, and Named.&lt;br /&gt;
&lt;br /&gt;
=== Anonymous parameters ===&lt;br /&gt;
To pass in anonymous parameters, list the values of those parameters sequentially:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Thankyou|all your effort|Me}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
In this case, the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Thankyou}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template receives parameters &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}=all your effort&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{2}}}=Me&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, producing:&lt;br /&gt;
&lt;br /&gt;
{{Thankyou|all your effort|Me}}&lt;br /&gt;
&lt;br /&gt;
The order in which anonymous parameters are passed in is crucial to its behaviour. Reversing the order of the parameters, like so:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Thankyou|Me|all your effort}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
would produce this result:&lt;br /&gt;
&lt;br /&gt;
{{Thankyou|Me|all your effort}}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' identifying parameters by order (with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, etc.) works ''only'' with anonymous parameters. If your page identifies any parameter by number or name, as shown below, this method will no longer be available to the template which receives them.&lt;br /&gt;
&lt;br /&gt;
=== Numbered parameters ===&lt;br /&gt;
To pass in parameters by number, identify each parameter when passing it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Thankyou|2=Me|1=your friendship}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This time, template &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Thankyou}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; receives parameters &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}=your friendship&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{2}}}=Me&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, though they have been supplied in inverse order, and produces:&lt;br /&gt;
{{Thankyou|2=Me|1=your friendship}}&lt;br /&gt;
&lt;br /&gt;
=== Named parameters ===&lt;br /&gt;
The third way of passing parameters is by name, instead of numbers. In this case, the template contents would be changed to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;'''A little thank you...'''&lt;br /&gt;
for {{{reason}}}.&lt;br /&gt;
hugs, {{{signature}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the template, we use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{reason}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{signature}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to identify each parameter, instead of a number. To pass these parameters by name, identify each parameter when passing it:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Thankyou|signature=Me|reason=being who you are}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case, template &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Thankyou}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; receives parameters &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{reason}}}=being who you are&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{signature}}}=Me&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and produces:&lt;br /&gt;
&lt;br /&gt;
{{Thankyou|signature=Me|reason=being who you are}}&lt;br /&gt;
The advantage of using named parameters in your template, besides also being flexible in the order parameters can be passed, is that it makes the template code much easier to understand if there are many parameters.&lt;br /&gt;
&lt;br /&gt;
=== Default values ===&lt;br /&gt;
If you transclude a template that expects parameters, but do not provide them, in this way:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Thankyou}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the numbered parameters example above you would get the following:&lt;br /&gt;
&lt;br /&gt;
{{Thankyou}}&lt;br /&gt;
Since no parameters were passed in, the template presents the parameters themselves, instead of their respective values. In these cases, it may be useful to define ''default'' values for the parameters, i.e. values that will be used if no value is passed in. For example, if the template contents are changed to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;'''A little thank you...'''&lt;br /&gt;
for {{{reason|everything}}}.&lt;br /&gt;
hugs, {{{signature|Me}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{reason|everything}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; defines that if no parameter &amp;lt;code&amp;gt;{{{reason}}}&amp;lt;/code&amp;gt; is provided, then the value &amp;lt;code&amp;gt;everything&amp;lt;/code&amp;gt; will be used. Similarly, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{signature|Me}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, defaults parameter &amp;lt;code&amp;gt;{{{signature}}}&amp;lt;/code&amp;gt; to value &amp;lt;code&amp;gt;Me&amp;lt;/code&amp;gt;. Now, transcluding the template again without passing any parameter, results in the following:&lt;br /&gt;
&amp;lt;!-- strictly speaking, this example is false, because the template call was changed to obtain the desired effect - but the effect is the same if the template is defined as described --&amp;gt;&lt;br /&gt;
{{Thankyou|reason=everything|signature=Me}}&lt;br /&gt;
&lt;br /&gt;
==Control template inclusion==&lt;br /&gt;
By default, a template's content is displayed in its entirety, both when viewed directly and when included in another page. However, you can control which parts of a template will be seen and included by the use of the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
Anything between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; will be seen only when the template's page is being viewed directly, but not when it is included in another page. This is useful when you want to include text or code in a template that you do not want to propagate to any pages which include it, such as:&lt;br /&gt;
&lt;br /&gt;
* [[Help:Categories|Category]] links when categorizing the template itself&lt;br /&gt;
* [[Help:Links#Interlanguage links|interlanguage links]] to similar templates in other languages&lt;br /&gt;
* Explanatory text about how to use the template&lt;br /&gt;
&lt;br /&gt;
Likewise, anything between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; will be processed and displayed only when the page is being included, but not when the template page is being viewed directly, and is useful in situations such as:&lt;br /&gt;
&lt;br /&gt;
* [[Help:Categories| Categorizing]] pages which include the template. ''Note:'' when changing the categories applied by a template in this fashion, the categorization of the pages which include that template may not be updated until some time later: this is handled by the {{mediawiki|Manual:Job queue|job queue}}. To force the re-categorization of a particular page, open that page for editing and save it without changes.&lt;br /&gt;
* Ensuring that the template's code is not executed when viewing the template page itself. Typically this is because it expects parameters, and its execution without parameters has an undesired result.&lt;br /&gt;
&lt;br /&gt;
Everything outside &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags is processed and displayed normally; that is, both when the template page is being viewed directly and when the template is included in another page.&lt;br /&gt;
&lt;br /&gt;
==Organizing templates==&lt;br /&gt;
For templates to be effective, users need to find them, and find out how to use them. &lt;br /&gt;
&lt;br /&gt;
To find them, users can:&lt;br /&gt;
# Click '''Special Pages &amp;gt; All Pages'''&lt;br /&gt;
# In the '''Namespace''' list, choose '''Template''' and click '''Go'''.&lt;br /&gt;
&lt;br /&gt;
To give usage information, include an example like this one on the template page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
Welcome users:&lt;br /&gt;
{{Thankyou|reason=your reason|signature=your signature}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, an editor can simply copy and paste the example to use the template.&lt;br /&gt;
&lt;br /&gt;
==Copying from one wiki to another==&lt;br /&gt;
Templates often require [http://meta.wikimedia.org/wiki/Help:CSS CSS] or other templates, so users frequently have trouble copying templates from one wiki to another. The steps below should work for most templates.&lt;br /&gt;
&lt;br /&gt;
=== MediaWiki code ===&lt;br /&gt;
If you have import rights on the new wiki:&lt;br /&gt;
# Go to [[Special:Export]] on the original wiki, and download an .xml file with the complete history of all necessary templates, as follows:&lt;br /&gt;
#* Enter the name of the template in the big text box, e.g. &amp;quot;Template:Welcome&amp;quot;. Pay special attention to capitalization and special characters — if the template name isn't exactly correct, the export may still occur but the .xml file will not have the expected data.&lt;br /&gt;
#* Check the box &amp;quot;Include templates&amp;quot;.&lt;br /&gt;
#* '''Uncheck''' the box &amp;quot;Include only the current revision&amp;quot;.&lt;br /&gt;
#* Click Export.&lt;br /&gt;
# Go to [[Special:Import]] on the new wiki and upload the .xml file.&lt;br /&gt;
&lt;br /&gt;
If you don't have import rights on the new wiki:&lt;br /&gt;
# Go to [[Special:Export]] on the original wiki, and download an .xml file with the latest version only of all necessary templates, as follows:&lt;br /&gt;
#* Enter the name of the template in the big text box.&lt;br /&gt;
#* Check the box &amp;quot;Include templates&amp;quot;.&lt;br /&gt;
#* '''Check''' the box &amp;quot;Include only the current revision&amp;quot;.&lt;br /&gt;
#* Click Export.&lt;br /&gt;
#* Open the file in a text editor and replace certain [[w:en:XML entity|XML entities]] with the corresponding characters: &amp;amp;amp;lt; → &amp;lt;, &amp;amp;amp;gt; → &amp;gt;, &amp;amp;amp;quot; → &amp;quot; and &amp;amp;amp;amp; → &amp;amp;. Because of XML syntax rules, these entities appear in the XML file, but they should not appear in the edit box of the MediaWiki instance.&lt;br /&gt;
#* Manually copy the text inside the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;text&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tag of each listed template into a similarly named template in your wiki. In the edit summary of each template, link to the original page for attribution.&lt;br /&gt;
&lt;br /&gt;
This will copy the entire code necessary, and will suffice for some templates.&lt;br /&gt;
&lt;br /&gt;
=== Extensions ===&lt;br /&gt;
An extension often used in templates is ParserFunctions. Visit page {{mediawiki|Help:Extension:ParserFunctions|ParserFunctions}} and check if any of the functions listed there are used in the templates you've copied. If so, you have to install the {{mediawiki|Extension:ParserFunctions|ParserFunctions extension}}. To install it, you'll need system admin access to the server of your MediaWiki installation.&lt;br /&gt;
&lt;br /&gt;
=== CSS and JavaScript code ===&lt;br /&gt;
Besides MediaWiki code, many templates make use of CSS and some rely on JavaScript to work fully. If the copied templates are not behaving as expected, this may be the cause. To copy the required CSS and JavaScript to your wiki you'll normally need to have admin priviledges, because you'll be editing system messages in the &amp;quot;MediaWiki:&amp;quot; namespace.&lt;br /&gt;
&lt;br /&gt;
# Look for the use of CSS classes (text like &amp;lt;code&amp;gt;class=&amp;quot;foobar&amp;quot;&amp;lt;/code&amp;gt;) in the template text. If those classes appear in &amp;quot;MediaWiki:Common.css&amp;quot; or &amp;quot;MediaWiki:Monobook.css&amp;quot; on the original wiki, copy them to &amp;quot;MediaWiki:Common.css&amp;quot; on the new wiki and check if the template is now fine.&lt;br /&gt;
# If the copied template is still not working as expected, check if there is code in &amp;quot;MediaWiki:Common.js&amp;quot; or &amp;quot;MediaWiki:Monobook.js&amp;quot; on the original wiki. If so, you can try copying it to &amp;quot;MediaWiki:Common.js&amp;quot; on the new wiki. Normally, it is a good idea to only copy code from trusted sources, and first browsing the code to identify and select the parts that are relevant. You may find comments that can serve as clues to identify the functionality of each part.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Help:External searches]] &amp;amp;mdash; a template special use case example&lt;br /&gt;
*[[Help:Magic words]] &amp;amp;mdash; fancy stuff you may find in some templates&lt;br /&gt;
*[[Help:Parser functions in templates]]&lt;br /&gt;
*{{meta|Help:Template}} – contains a much more thorough manual on how exactly templates function&lt;br /&gt;
**{{meta|Help:Advanced templates}} – describes even more advanced techniques such dynamic template calls and variable variables&lt;br /&gt;
*{{meta|Help:Embed page}} – embedding pages from [[Help:namespaces|namespaces]] other than &amp;lt;code&amp;gt;Template:&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
{{Languages|Help:Templates}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Namespace&amp;diff=231588</id>
		<title>Help:Namespace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Namespace&amp;diff=231588"/>
		<updated>2017-06-23T20:47:31Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''namespace''' is a prefix in a page's title that serves as a way to organize large groups of pages (in contrast, [[Help:Category|Categories]] are added on a page-by-page basis). For instance, this page is in the Help namespace, and [[DF2012:Alcohol]] is in the DF2012 namespace. The namespace a page is in can be easily identified by looking at the page title; For instance, on this page, &amp;quot;Help&amp;quot; is the namespace, and &amp;quot;Namespace&amp;quot; is the page name. They are separated by a colon (&amp;quot;:&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A page without a namespace is in the '''main namespace''', or &amp;quot;Mainspace&amp;quot; (all pages are in a namespace, even if it is not apparent from the title).  Also note that colons do not necessarily indicate a namespace - for example, [[Foo:Example]] is in the main namespace, since the &amp;quot;Foo&amp;quot; namespace does not exist (the page name is &amp;quot;Foo:Example&amp;quot;). [[:Category:DF2012:Flying]] is in the &amp;quot;Category&amp;quot; namespace (the page name is &amp;quot;DF2012:Flying&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
On this wiki, namespaces are used to categorize pages for versions of Dwarf Fortress - we can also use categories, but that would not allow us to make multiple pages on the same subject for different versions. Any pages in the Main namespace are either the Main Page, or redirects.&lt;br /&gt;
Any wiki can have their own use and meaning for namespaces - for instance, a wiki might not use namespaces at all, having every content page in the Main space, and another wiki may have many namespaces in use, each for their own subject. &amp;lt;s&amp;gt;These wikis are often most untidy and unorganized.&amp;lt;/s&amp;gt; There is no convention for namespaces that spans across every website running the MediaWiki software, as they are in no way connected (except for cross-wiki affiliation).&lt;br /&gt;
&lt;br /&gt;
==List of namespaces==&lt;br /&gt;
Here is a list of every namespace currently in use. Note that every namespace has their own talk namespace, and is named after the parent namespace, suffixed by &amp;quot;Talk&amp;quot;. For instance, the talk space for the Help namespaces is named &amp;quot;Help Talk&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also note that all namespaces (and aliases) are case-insensitive. For example, DF2012 and df2012 are functionally the same (although the wiki will change &amp;quot;df2012&amp;quot; to &amp;quot;DF2012&amp;quot; in titles). &lt;br /&gt;
* 23a: this namespace is for articles about version 0.23.130.23a.&lt;br /&gt;
* 40d: this namespace is for articles about version 0.28.181.40d.&lt;br /&gt;
* v0.31: this namespace is for articles about version 0.31.25.&lt;br /&gt;
* v0.34: this namespace is for articles about version 0.34.11&lt;br /&gt;
* '''DF2014''': this namespace is for articles about version {{current/version/ns|DF2014}}, which is the latest version of Dwarf Fortress.&lt;br /&gt;
* Help: this namespace is for articles that describe wiki concepts, or teach new editors how things work.&lt;br /&gt;
* Dwarf Fortress Wiki: These are for projects, wiki rules, and other wiki-specific discussion. Discussions about specific pages should instead go to their own talk page.&lt;br /&gt;
* Main: These pages are not specific to a version of DF, including the [[Main Page]], [[orthogonal]], [[ASCII Art Reward]], etc.&lt;br /&gt;
* Masterwork: These are articles on Masterwork Dwarf Fortress, which is a mod.&lt;br /&gt;
* Category: These represent categories, which help organize pages by topic rather than by version.&lt;br /&gt;
* User: These pages are for users themselves to make. Logged-in users can create a '''user page''' with information about themselves, DF-related projects, or anything else they want. Users can also create any pages they like in their &amp;quot;userspace&amp;quot;, as subpages of their user page. For example, a user named Bob can create User:Bob, User:Bob/sandbox, User:Bob/this/is/a/long/list/of/subpages, and so on. Users should generally avoid editing other users' user pages.&lt;br /&gt;
** User talk pages are special: leaving a message on a user's talk page automatically notifies the user. (However, editing user talk subpages does not generate a notification)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special namespaces===&lt;br /&gt;
* File: These are not actually content pages - anything is this namespace is a media file, and those can be audio, video and pictures.&lt;br /&gt;
* MediaWiki: Pages in this namespace are system messages, controlling text that appears on the wiki (e.g. the sidebar or the &amp;quot;View history&amp;quot; tab). These pages can only be edited by administrators.&lt;br /&gt;
* Special: These pages are controlled by the software this wiki is using, and cannot be edited by normal means. They are necessary for a variety of tasks on the wiki.&lt;br /&gt;
&lt;br /&gt;
===Aliases===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;min-width:30%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alias&lt;br /&gt;
! Redirects to&lt;br /&gt;
|-&lt;br /&gt;
|cv || {{DF:Current}}&lt;br /&gt;
|-&lt;br /&gt;
|DF2010 || v0.31&lt;br /&gt;
|-&lt;br /&gt;
|DF || rowspan=2|Dwarf Fortress Wiki&lt;br /&gt;
|-&lt;br /&gt;
|Project&lt;br /&gt;
|-&lt;br /&gt;
|MA || Masterwork&lt;br /&gt;
|-&lt;br /&gt;
|Mod || Modification&lt;br /&gt;
|-&lt;br /&gt;
|MW || MediaWiki&lt;br /&gt;
|}&lt;br /&gt;
For example, [[DF2010:Cat]] and [[v0.31:Cat]] link to the same page.&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Links&amp;diff=231587</id>
		<title>Help:Links</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Links&amp;diff=231587"/>
		<updated>2017-06-23T20:47:27Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links provide easy references to other pages within the wiki, or other websites, that can be clicked on. A link is defined by using single or double square brackets. Further explanation is below.&lt;br /&gt;
&lt;br /&gt;
==Internal links==&lt;br /&gt;
Internal links are links that go to any page on the Dwarf Fortress wiki. You do not need to include the entire {{Tooltip|URL|Exact location of a page on the internet}} when using internal links, only the page name.&lt;br /&gt;
To make an internal link, you can simply click on the button with blue underlined text on it, but the point of this page is to explain how to make them in the source.&lt;br /&gt;
An internal link looks like this in the code:&amp;lt;br /&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[Main page]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
And on the page, it looks like this:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Main page]]&lt;br /&gt;
&lt;br /&gt;
In cases where you want a link to a page without showing the page name to the viewer(that's quite common), you can use a vertical pipe in the link, like this:&amp;lt;br /&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Click [[Main page|here]] to go to the main page of the wiki.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
On the page, it looks like this:&amp;lt;br /&amp;gt;&lt;br /&gt;
Click [[Main page|here]] to go to the main page of the wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
External links are links that go to any page on the internet, even pages on this wiki. However, the convention is to use internal links for that purpose, seeing as it is not only easier, but also makes the source look a lot more organized. Again, you can also simply click the globe-with-paper icon, but the point of this page is to describe the syntax.&lt;br /&gt;
An external link is written like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[http://www.google.com]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To achieve this:&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.google.com]&amp;lt;br /&amp;gt;&lt;br /&gt;
However, the result above doesn't look like anything meaningful, so it is a lot more common to use link text to replace the full URL, similar to internal links.&lt;br /&gt;
It looks like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[http://www.google.com Google]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Noticed that there is no pipe, but instead of a pipe, a space? That's because URLs cant contain spaces, but page names on the wiki can. That's all technical, and the reason for it is beyond the scope of this page.&lt;br /&gt;
Anyway, the syntax above will magically turn into this when saved:&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.google.com Google]&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Redirect links are actually internal links, but with a special purpose. A redirect link can be the only thing on a page, and if there is anything else on it, then the redirect link wont work(actually, it only doesn't if there is any content before the link, anything after it is simply text). A redirect link will be automatically followed when a user clicks a link to the page containing a redirect link.&lt;br /&gt;
A random example of a redirect is [[Butcher|this page]]. Notice how it instead '''redirects''' you to another page? You may not actually notice at first, but take a look at the title, and look a bit under it... see that link? Click on it. Then you will see the actual contents of the redirect page without being redirected to the target page.&lt;br /&gt;
A redirect link is created like this:&amp;lt;br /&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#REDIRECT [[Target page]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
There is no point in showing what the code turns into, because it wont work. You can try it out in a sandbox(usually a page in your own userspace) if you are that willing.&lt;br /&gt;
&lt;br /&gt;
You may be familiar with namespaces. If you are not, please visit the [[Help:Namespace|help page on namespaces]].&lt;br /&gt;
Double redirects are redirects that lead to another redirect, which, counterintuitively, do not redirect to the page the second redirect goes to; which is often the &amp;quot;real page&amp;quot;. There are rules for (double) redirects on this wiki, and can be found [[DF:R|here]]. Please make sure you follow those rules, as it will cause a lot of trouble, generally unnecessary, preventable trouble if you don't follow these rules.&lt;br /&gt;
&lt;br /&gt;
==Redlinks==&lt;br /&gt;
A redlink is, surprise, a link that is red. A redlink is a link to a page that doesn't exist.&lt;br /&gt;
A redlink can be easily created by making a link containing a reference to something completely random:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[FJEIGHIH8ODHG8RHGIOH8E7684YH8EHGE|This link is absolute nonsense!]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To make it morph into this:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[FJEIGHIH8ODHG8RHGIOH8E7684YH8EHGE|This link is absolute nonsense!]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Please make sure that you, when you link to a page, make sure that it exists - preferably by using the preview button when editing a page. Redlinks have absolutely no practical purpose on any wiki whatsoever, except for indicating that a certain link does not work. There is really no point in creating a redlink either, and this page explains how a redlink is created for the purpose of explaining links.&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Expedition_outfitter&amp;diff=231586</id>
		<title>Masterwork:Expedition outfitter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Expedition_outfitter&amp;diff=231586"/>
		<updated>2017-06-23T20:45:07Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Reactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:00, 1 May 2014 (UTC)}}&lt;br /&gt;
{{workshop|name=Expedition Outfitter|key=E|job=&lt;br /&gt;
* [[Ambassador]]/[[Bard]]&lt;br /&gt;
|construction={{cvlinks|&lt;br /&gt;
* 5 [[Block]]s&lt;br /&gt;
* 3 [[Armor stand]]s&lt;br /&gt;
* 3 [[Weapon rack]]s&lt;br /&gt;
* 3 empty [[Barrel]]s&lt;br /&gt;
}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Ambassador|Diplomacy]]&lt;br /&gt;
|use={{cvlinks|&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* [[Backpack]]s&lt;br /&gt;
}}&lt;br /&gt;
|production=&lt;br /&gt;
* Gearsets for [[Expedition starting point|Expeditions]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The expedition outfitter takes materials and bundles them into a set of gear. You can outfit Diplomats with ink and paper, Spies with coats, daggers and black powder, caravans with wagons and crafts, mining expeditions with picks, candles and weapons, as well as mercenaries with weapons, armor and a catapult for besieging enemies. Bards need instruments and booze of course.&lt;br /&gt;
&lt;br /&gt;
All groups require backpacks and flasks for on the way.&lt;br /&gt;
&lt;br /&gt;
Once you pack a set of gear, you can send a dwarf to the [[Expedition starting point]]. This building should be build at the map edge, for realisms sake.&lt;br /&gt;
&lt;br /&gt;
Loot from the Expedition Starting Point is unpacked here. The reaction runs automatically.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
The following reactions are possible at this building:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Reaction&lt;br /&gt;
! Reactants&lt;br /&gt;
! Products&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Equip a bard&lt;br /&gt;
| any 1 instrument, 1 drink, 1 meat&lt;br /&gt;
| (Expedition supplies) Bard gear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Equip a caravan&lt;br /&gt;
| 1 Wagon, 20 random crafts&lt;br /&gt;
| (Expedition supplies) Caravan wagon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Equip a diplomat&lt;br /&gt;
| ink, flask, backpack&lt;br /&gt;
|(Expedition supplies) Diplomat gear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Equip an Expedition&lt;br /&gt;
|pick, minecart, candle, flask, backpack, meat&lt;br /&gt;
|(Expedition supplies) Expedition gear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Equip a mercenary group&lt;br /&gt;
| 5 weapons, 5 armors, 3 catapult parts, 1 wagon&lt;br /&gt;
| (Expedition supplies) Mercenary gear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Equip a spy&lt;br /&gt;
|Cloak, large dagger, blackpowder pouch, flask, backpack&lt;br /&gt;
|(Expedition supplies) Spy gear&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unpack loot (Automaton)&lt;br /&gt;
|(Expedition supplies) Automaton Loot Crate&lt;br /&gt;
|(Expedition supplies) Mercenary Gear, Brass Clockwork Parts [5] (33%), Brass Mechanisms [5] (33%), Brass Bars [10] (33%), Copper Bars [10] (33%), Brass Clockwork Parts [5] (33%), Brass Mechanisms [5] (33%), Brass Bars [10] (33%), Copper Bars [10] (33%), Brass Clockwork Parts [5] (33%), Brass Mechanisms [5] (33%), Brass Bars [10] (33%), Copper Bars [10] (33%).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Embassy&amp;diff=231585</id>
		<title>Masterwork:Embassy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Embassy&amp;diff=231585"/>
		<updated>2017-06-23T20:44:44Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Embassy|key=V|job=&lt;br /&gt;
* [[Ambassador]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 5 [[cv:block|Blocks]] (non-economic)&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Ambassador|Diplomacy]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[cv:coin|Coins]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[cv:Immigration|Migrants]]&lt;br /&gt;
* Diplomats&lt;br /&gt;
* Caravans&lt;br /&gt;
* Sieges&lt;br /&gt;
* Megabeasts&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
This buildings allows you to spawn [[cv:caravan|caravans]], [[cv:siege|sieges]], [[cv:diplomat|diplomats]] and [[cv:megabeast|megabeasts]]. It needs dfhack to run and only works on [[civilization]]s that exist in your world. This means you cant force a drow caravan if you play in a world without drow.&lt;br /&gt;
&lt;br /&gt;
Civilizations still respect their triggers, this means that a certain amount of wealth or dwarves must be met. The bigger and more wealthy your fortress is, the higher the success rate of these reactions.&lt;br /&gt;
&lt;br /&gt;
Diplomacy doesn't come cheap, you need to spend coins. Inviting other races costs 2000 [[cv:coin|coin]]s, opening a tradefair 5000 coins, and declaring wars are 1000 coins each.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Dwarven_castes&amp;diff=231584</id>
		<title>Masterwork:Dwarven castes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Dwarven_castes&amp;diff=231584"/>
		<updated>2017-06-23T20:44:17Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* Alchemist's Guild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:00, 18 November 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Masterwork dwarf fortress provides various castes to which a dwarf can belong. Dwarves of certain castes learn certain skills faster and may have other benefits. The basic dwarven caste is simply called &amp;quot;Dwarf&amp;quot; and is the base against which other castes are compared, Male and Female dwarves are treated as different castes, even though there are no differences between them. Migrants and embark dwarves may have a special caste, and other dwarves can transform through various methods in game.&lt;br /&gt;
&lt;br /&gt;
Starting Dwarves and Migrants have about a:&lt;br /&gt;
- 64%(50000/77000) chance to belong to the 'Basic' caste (i.e. have no Caste)&lt;br /&gt;
- 32%(25000/77000) change to belong to one of the normal castes, the chance to belong to each of the castes, be it a guild, the priest caste or a military caste is equal, even though the description of  some of the castes suggests otherwise.&lt;br /&gt;
- 1,7% change to be a Mage. &lt;br /&gt;
- the chance to be Male or Female is equal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guild Dwarfs =&lt;br /&gt;
&lt;br /&gt;
Civilian dwarves may join one of the 12 guild castes at the [[guild hall]] for 500 sovereigns (gold coins). The guilds are:&lt;br /&gt;
&lt;br /&gt;
== Merchant's Guild ==&lt;br /&gt;
These dwarves make excellent traders, bookkeepers and diplomats and learn these skills faster.&lt;br /&gt;
&lt;br /&gt;
== Carpenter's Guild ==&lt;br /&gt;
These dwarves are experts at working with wood and gain bonuses to woodcutting, carpentry, bowyer and wood crafting.&lt;br /&gt;
&lt;br /&gt;
== Mason's Guild ==&lt;br /&gt;
These dwarves learn masonry, engraving, stone crafting, mining, architecture and archaeology more quickly. Mason's guild miners are also less affected by harder mining additions such as coal dust and warp stone.&lt;br /&gt;
&lt;br /&gt;
== Beast Warden's Guild ==&lt;br /&gt;
These dwarves are great at working with animals and gain bonuses to animal training, animal armouring, animal dissecting, trapping, hunting and hive keeping.&lt;br /&gt;
&lt;br /&gt;
== Smith's Guild ==&lt;br /&gt;
These dwarves are especially skilled at handling metals and gain bonuses to furnace operating, oven operating, weapon smithing, armouring, Blacksmithing and metal crafting.&lt;br /&gt;
&lt;br /&gt;
== Jeweller's Guild ==&lt;br /&gt;
These dwarves are skilled in the fine arts and gain bonuses to gem cutting, gem setting and glass making.&lt;br /&gt;
&lt;br /&gt;
== Craftsman's Guild ==&lt;br /&gt;
These dwarves are artisans of the smaller industries and gain bonuses when working with bone crafting, leather working, weaving and tailoring, toolmakers and scribes are also part of this guild.&lt;br /&gt;
&lt;br /&gt;
== Fisherman's Guild ==&lt;br /&gt;
These dwarves gain bonuses to fishing, fish cleaning and fish farming.&lt;br /&gt;
&lt;br /&gt;
== Farmer's Guild ==&lt;br /&gt;
These dwarves are responsible for most of the food production and gain bonuses to farming, brewing, cooking, milking, cheesemaking and butchery.&lt;br /&gt;
&lt;br /&gt;
== Healer's Guild ==&lt;br /&gt;
These dwarves make for highly skilled doctors and earn bonuses to diagnosis, surgery, setting bones, suturing and dressing wounds.&lt;br /&gt;
&lt;br /&gt;
== Engineer's Guild ==&lt;br /&gt;
These dwarves handle the more technical things in fortress life. They learn mechanics, siege engineering, siege operating, machine operating and inventing/researching more quickly than other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Alchemist's Guild ==&lt;br /&gt;
These dwarves handle explosives, poisons and acids on a daily basis and learn alchemy, herbalism, chemistry and poision making more quickly.&lt;br /&gt;
&lt;br /&gt;
= Dwarven Priest =&lt;br /&gt;
&lt;br /&gt;
The dwarven priests, also known as apostles of Armok, are a special caste that can be joined at the [[monastery]] for free. Apostles cannot learn any skills except for praying, which they learn quickly, and avoid manual labour.&lt;br /&gt;
&lt;br /&gt;
= Military Castes =&lt;br /&gt;
&lt;br /&gt;
Dwarves can also join one of four military castes at the [[military garrison]] for 2500 gold. Military dwarves learn military skills more quickly and also learn military tactics, leadership and situational awareness.  They are used to pain and have a higher willpower and recuperation than civilians&lt;br /&gt;
&lt;br /&gt;
== Legionnaires ==&lt;br /&gt;
&lt;br /&gt;
Legionnaires learn to handle all melee weapons and have more strength than other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
Guards excel in using armour and shields and are tougher than other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Wrestlers ==&lt;br /&gt;
Wrestler training teaches unarmed combat and dodging above all else. They tire slowly and are very agile.&lt;br /&gt;
&lt;br /&gt;
== Marksmen ==&lt;br /&gt;
Marksmen learn to handle all ranged weapons and gain keen eyes with a greater view range.&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Drow/raw&amp;diff=231583</id>
		<title>Masterwork:Drow/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Drow/raw&amp;diff=231583"/>
		<updated>2017-06-23T20:43:40Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[CREATURE:DROW]&lt;br /&gt;
&lt;br /&gt;
[NATURAL_SKILL:AXE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:SWORD:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:MACE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:HAMMER:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:SPEAR:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:CROSSBOW:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:SHIELD:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:ARMOR:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:PIKE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:WHIP:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:BOW:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:BLOWGUN:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:BITE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:DODGING:0]YESHARDERINVADER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	[CREATURE_CLASS:ALL_CREATURES][DESCRIPTION:A medium-sized and evil creature, living in matriarchistic underground cities.]&lt;br /&gt;
	[NAME:drow:drows:drow]&lt;br /&gt;
	[CASTE_NAME:drow:drows:drow]&lt;br /&gt;
	[CREATURE_TILE:'D'][COLOR:7:0:0]&lt;br /&gt;
	[CREATURE_SOLDIER_TILE:'F']&lt;br /&gt;
	[INTELLIGENT][LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS][NO_DRINK][NO_EAT]&lt;br /&gt;
	&lt;br /&gt;
	[PREFSTRING:obsidian skin]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:10]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:5]&lt;br /&gt;
		[NATURAL_SKILL:MACE:5]&lt;br /&gt;
		[NATURAL_SKILL:DAGGER:5]&lt;br /&gt;
		[NATURAL_SKILL:WHIP:5]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:5]&lt;br /&gt;
		[NATURAL_SKILL:RANGED_COMBAT:5]&lt;br /&gt;
		[NATURAL_SKILL:BOW:5]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:5]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]&lt;br /&gt;
&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:35:80]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:70:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:65:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:65:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:10:50:100]&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:50:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:65:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:30:50]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:20:50]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:30:60]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:15:60]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:35:90]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:15:45]&lt;br /&gt;
	[PERSONALITY:ANXIETY:0:35:80]&lt;br /&gt;
	[PERSONALITY:TRUST:0:10:25]&lt;br /&gt;
	[PERSONALITY:ADVENTUROUSNESS:0:55:100]&lt;br /&gt;
	[PERSONALITY:LIBERALISM:50:75:100]&lt;br /&gt;
	[PERSONALITY:ORDERLINESS:0:55:100]&lt;br /&gt;
	[PERSONALITY:DUTIFULNESS:0:45:100]&lt;br /&gt;
&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:OUTERBRAIN:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:CREATURE_MAT:ANIMAL:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:CREATURE_MAT:ANIMAL:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:CREATURE_MAT:DROW:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:CREATURE_MAT:ANIMAL:PUS:LIQUID]&lt;br /&gt;
&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:DROWDARKNESS:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL:cloud of darkness]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:cloud of darkness blindness]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:RHENAYA_DROW:ALL]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:RHENAYA_DRIDER:ALL]&lt;br /&gt;
			[SYN_CONTACT]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[SYN_INHALED]&lt;br /&gt;
			[CE_IMPAIR_FUNCTION:BP:BY_CATEGORY:EYE:ALL:SEV:1000:PROB:100:START:0:PEAK:1:END:50]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:80:START:0:PEAK:1:END:25]&lt;br /&gt;
&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]              ++&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:150:600:800:900:1000:1100:1500]                -&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:150:600:800:900:1000:1100:1500]               -&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:0:400:600:750:800:900:1100]                       --&lt;br /&gt;
	[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:400:600:750:800:900:1100]                    --&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]              +++&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:700:1200:1400:1500:1600:1800:2500]   ++&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:150:600:800:900:1000:1100:1500]              -&lt;br /&gt;
	[MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:400:600:750:800:900:1100]            --&lt;br /&gt;
	[MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                  --&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
		&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
&lt;br /&gt;
	YESBATTLECRY[CAN_DO_INTERACTION:BATTLECRY_DWARF]&lt;br /&gt;
		YESBATTLECRY[CDI:ADV_NAME:Battlecry (dwarf)]&lt;br /&gt;
		YESBATTLECRY[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
		YESBATTLECRY[CDI:TARGET_RANGE:A:5]&lt;br /&gt;
		YESBATTLECRY[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		YESBATTLECRY[CDI:VERBAL]&lt;br /&gt;
		YESBATTLECRY[CDI:VERBAL_SPEECH:battlecry_drow_dwarf.txt]&lt;br /&gt;
		YESBATTLECRY[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
		YESBATTLECRY[CDI:WAIT_PERIOD:903]&lt;br /&gt;
	[BABY:2][GENERAL_BABY_NAME:drow baby:drow babies]&lt;br /&gt;
	[CHILD:15][GENERAL_CHILD_NAME:drowling:drowling]&lt;br /&gt;
&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
&lt;br /&gt;
	[PROFESSION_NAME:CRAFTSMAN:crafter:crafters]&lt;br /&gt;
	[PROFESSION_NAME:FISHERMAN:fisherdrow:fisherdrows]&lt;br /&gt;
	[PROFESSION_NAME:HAMMERMAN:hammerer:hammerers]&lt;br /&gt;
	[PROFESSION_NAME:SPEARMAN:spearguard:spearguards]&lt;br /&gt;
	[PROFESSION_NAME:CROSSBOWMAN:shadowsniper:shadowsnipers]&lt;br /&gt;
	[PROFESSION_NAME:AXEMAN:axedancer:axedancers]&lt;br /&gt;
	[PROFESSION_NAME:SWORDSMAN:sworddancer:sworddancers]&lt;br /&gt;
	[PROFESSION_NAME:MACEMAN:shielddancer:shielddancer]&lt;br /&gt;
	[PROFESSION_NAME:PIKEMAN:lanceguard:lanceguards]&lt;br /&gt;
	[PROFESSION_NAME:BOWMAN:shadowsniper:shadowsnipers]&lt;br /&gt;
	[PROFESSION_NAME:LASHER:claivemaster:claivemasters]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_HAMMERMAN:hammerer:hammerers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_SPEARMAN:spearguard:spearguards]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_CROSSBOWMAN:shadowsniper:shadowsnipers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_AXEMAN:axedancer:axedancers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_SWORDSMAN:sworddancer:sworddancers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_MACEMAN:shielddancer:shielddancer]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_PIKEMAN:lanceguard:lanceguards]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_BOWMAN:shadowsniper:shadowsnipers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_LASHER:claivemaster:claivemasters]&lt;br /&gt;
&lt;br /&gt;
	[PROFESSION_NAME:THIEF:assasine:assasines]&lt;br /&gt;
	[PROFESSION_NAME:TRADER:haggler:hagglers]&lt;br /&gt;
&lt;br /&gt;
	[PROFESSION_NAME:WOODWORKER:shroomworker:shroomworkers]&lt;br /&gt;
	[PROFESSION_NAME:WOODCUTTER:shroomcutter:shroomcutters]&lt;br /&gt;
	[PROFESSION_NAME:WOODCRAFTER:shroomcrafter:shroomcrafters]&lt;br /&gt;
&lt;br /&gt;
	[PROFESSION_NAME:DOCTOR:cleric:clerics]&lt;br /&gt;
	[PROFESSION_NAME:DIAGNOSER:cleric apprentice:cleric apprentices]&lt;br /&gt;
	[PROFESSION_NAME:BONE_SETTER:bone healer:bone healers]&lt;br /&gt;
	[PROFESSION_NAME:SUTURER:wound healer:wound healers]&lt;br /&gt;
	[PROFESSION_NAME:SURGEON:healer:healers]&lt;br /&gt;
&lt;br /&gt;
	[SKILL_LEARN_RATE:MINING:70]&lt;br /&gt;
	[SKILL_LEARN_RATE:WOODCUTTING:80]&lt;br /&gt;
	[SKILL_LEARN_RATE:CARPENTRY:80]&lt;br /&gt;
	[SKILL_LEARN_RATE:HERBALISM:80]&lt;br /&gt;
	[SKILL_LEARN_RATE:WOODCRAFT:80]&lt;br /&gt;
	[SKILL_LEARN_RATE:ALCHEMY:120]&lt;br /&gt;
	[SKILL_LEARN_RATE:SNEAK:125]&lt;br /&gt;
&lt;br /&gt;
	[SKILL_LEARN_RATE:SWORD:110]&lt;br /&gt;
	[SKILL_LEARN_RATE:DAGGER:150]&lt;br /&gt;
	[SKILL_LEARN_RATE:CROSSBOW:125]&lt;br /&gt;
	[SKILL_LEARN_RATE:DODGING:140]&lt;br /&gt;
	[SKILL_LEARN_RATE:SHIELD:70]&lt;br /&gt;
&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_LAUGH]&lt;br /&gt;
	[MANNERISM_SMILE]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[SPOUSE_CONVERSION_TARGET]&lt;br /&gt;
&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[CASTE:FEMALE_ALBINO]&lt;br /&gt;
		[CASTE_NAME:albino drow:albino drows:albino drow]&lt;br /&gt;
		[CHILDNAME:albino drowling:albino drowling]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE_ALBINO]&lt;br /&gt;
		[CASTE_NAME:albino drow:albino drows:albino drow]&lt;br /&gt;
		[CHILDNAME:albino drowling:albino drowling]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:16000]&lt;br /&gt;
		[BODY_SIZE:10:0:65000]&lt;br /&gt;
		[BODY_SIZE:15:0:67500]&lt;br /&gt;
		[POP_RATIO:666]&lt;br /&gt;
		[NATURAL_SKILL:DIAGNOSE:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:DIAGNOSE:120]&lt;br /&gt;
		[NATURAL_SKILL:SET_BONE:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:SET_BONE:120]&lt;br /&gt;
		[NATURAL_SKILL:SUTURE:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:SUTURE:120]&lt;br /&gt;
		[NATURAL_SKILL:DRESS_WOUNDS:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:DRESS_WOUNDS:120]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:1]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:2]&lt;br /&gt;
		[NATURAL_SKILL:MACE:3]&lt;br /&gt;
		[SKILL_LEARN_RATE:MACE:130]&lt;br /&gt;
		[SKILL_LEARN_RATE:HAMMER:110]&lt;br /&gt;
		[NATURAL_SKILL:DAGGER:2]&lt;br /&gt;
		[NATURAL_SKILL:WHIP:2]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:ARMOR:130]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:3]&lt;br /&gt;
&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:2]&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:15000]&lt;br /&gt;
		[BODY_SIZE:10:0:62500]&lt;br /&gt;
		[BODY_SIZE:15:0:65000]&lt;br /&gt;
		[POP_RATIO:250]&lt;br /&gt;
		[NATURAL_SKILL:MECHANICS:3]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:2]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:3]&lt;br /&gt;
&lt;br /&gt;
		[NATURAL_SKILL:SWORD:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:MACE:70]&lt;br /&gt;
		[SKILL_LEARN_RATE:HAMMER:90]&lt;br /&gt;
		[NATURAL_SKILL:DAGGER:3]&lt;br /&gt;
		[NATURAL_SKILL:CROSSBOW:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:ARMOR:80]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:2]&lt;br /&gt;
		NATURAL_SKILL:RANGED_COMBAT&lt;br /&gt;
:2&lt;br /&gt;
 valid skill but doesn't work :/&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:2]&lt;br /&gt;
	[SELECT_CASTE:FEMALE_ALBINO]&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:17500]&lt;br /&gt;
		[BODY_SIZE:10:0:67500]&lt;br /&gt;
		[BODY_SIZE:15:0:70000]&lt;br /&gt;
		[POP_RATIO:5]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:4]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:5]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:5]&lt;br /&gt;
		[SKILL_LEARN_RATE:ARMOR:200]&lt;br /&gt;
		[NATURAL_SKILL:CROSSBOW:5]&lt;br /&gt;
		[NATURAL_SKILL:SWORD:5]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:5]&lt;br /&gt;
		NATURAL_SKILL:RANGED_COMBAT&lt;br /&gt;
:4&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
	[SELECT_CASTE:MALE_ALBINO]&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:15500]&lt;br /&gt;
		[BODY_SIZE:10:0:65000]&lt;br /&gt;
		[BODY_SIZE:15:0:67500]&lt;br /&gt;
		[POP_RATIO:1]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:5]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:5]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:4]&lt;br /&gt;
		[SKILL_LEARN_RATE:ARMOR:130]&lt;br /&gt;
		[NATURAL_SKILL:CROSSBOW:4]&lt;br /&gt;
		[NATURAL_SKILL:SWORD:5]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:4]&lt;br /&gt;
		NATURAL_SKILL:RANGED_COMBAT&lt;br /&gt;
:5&lt;br /&gt;
&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
	 [SELECT_ADDITIONAL_CASTE:MALE]&lt;br /&gt;
		[CAVE_ADAPT]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1:CHARCOAL:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BLACK:1:IRIS_EYE_AMBER:1:IRIS_EYE_CARDINAL:1:IRIS_EYE_CHARCOAL:1:IRIS_EYE_DARK_VIOLET:1:IRIS_EYE_LAVENDER:1:IRIS_EYE_LAVENDER_BLUSH:1:IRIS_EYE_PURPLE:1:IRIS_EYE_RED:1:IRIS_EYE_SCARLET:1:IRIS_EYE_VIOLET:1:IRIS_EYE_CRIMSON:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_CASTE:FEMALE_ALBINO]&lt;br /&gt;
	 [SELECT_ADDITIONAL_CASTE:MALE_ALBINO]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1:PEARL:1:PALE_PINK:1:PINK:1:PEACH:1:SILVER:1:BEIGE:1:ASH_GRAY:1:DARK_PEACH:1:DARK_PINK:1:IVORY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_RED:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1:SILVER:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:10:25:75:125:200:300]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Drow&amp;diff=231582</id>
		<title>Masterwork:Drow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Drow&amp;diff=231582"/>
		<updated>2017-06-23T20:43:28Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:09, 22 December 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Sadistic underground creatures, ruled by one matriarch. Be sure to keep on their good side. No one really knows what exactly the drow want or how big their kingdom is. They do live in underground caverns and tunnel networks, rarely seen on the surface. The only race they trade with are the dwarves, maybe seeing a minor connection between the races, since both live underground. Drow use the fallen bodies of their enemies to create vile magic and will trade more or less anything. Don't be surprised to see cursed gargoyle statues, weapons and armor of a strange, demonic material and similar things. Drow ethics are just plain different from the other higher races. Just watch the incoming caravans, pulled by giant spiders, trade with the hooded, shaded figures, and hope they make it safely back to their fortress. Drow bodyguards can usually fend ambushes off themselves, so don't be too worried about them.&lt;br /&gt;
&lt;br /&gt;
Trading with the Drow can usually be a very good thing. They only work with one metal, [[bloodsteel]], which for most intents and purposes, equal to steel. Like the elves, they also have a good variety of interesting animals, like Giant Blade Spiders and Giant Drowspiders, which can give you infinite silk and even set up defensive cage trap corridors that can get megabeasts.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Deep_drow/raw&amp;diff=231581</id>
		<title>Masterwork:Deep drow/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Deep_drow/raw&amp;diff=231581"/>
		<updated>2017-06-23T20:43:01Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[CREATURE:DROW_EVIL]&lt;br /&gt;
&lt;br /&gt;
[NATURAL_SKILL:AXE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:SWORD:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:MACE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:HAMMER:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:SPEAR:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:CROSSBOW:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:SHIELD:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:ARMOR:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:PIKE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:WHIP:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:BOW:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:BLOWGUN:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:BITE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:0]YESHARDERINVADER&lt;br /&gt;
[NATURAL_SKILL:DODGING:0]YESHARDERINVADER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	[CREATURE_CLASS:ALL_CREATURES][DESCRIPTION:A medium-sized and evil creature, living in matriarchistic underground cities.  Drow rarely meddle in the affairs of others, but when the time is right to strike they do so with deadly force.  Deep drow traders occasionally venture to the surface world to barter mysterious goods from the underdark.]&lt;br /&gt;
	&lt;br /&gt;
	[NAME:deep drow:deep drows:deep drow]&lt;br /&gt;
	[CASTE_NAME:deep drow:deep drows:deep drow]&lt;br /&gt;
	[CREATURE_TILE:'D'][COLOR:7:0:0]&lt;br /&gt;
	[CREATURE_SOLDIER_TILE:'F']&lt;br /&gt;
	[INTELLIGENT][LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS][NO_DRINK][NO_EAT]&lt;br /&gt;
	&lt;br /&gt;
	[PREFSTRING:obsidian skin]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	# deleted some crazy high skill naturals, many were overwritten at caste level anyway&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:35:80]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:70:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:65:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:65:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:10:50:100]&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:50:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:65:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:30:50]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:20:50]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:30:60]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:15:60]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:35:90]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:15:45]&lt;br /&gt;
	[PERSONALITY:ANXIETY:0:35:80]&lt;br /&gt;
	[PERSONALITY:TRUST:0:10:25]&lt;br /&gt;
	[PERSONALITY:ADVENTUROUSNESS:0:55:100]&lt;br /&gt;
	[PERSONALITY:LIBERALISM:50:75:100]&lt;br /&gt;
	[PERSONALITY:ORDERLINESS:0:55:100]&lt;br /&gt;
	[PERSONALITY:DUTIFULNESS:0:45:100]&lt;br /&gt;
&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:OUTERBRAIN:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:CREATURE_MAT:ANIMAL:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:CREATURE_MAT:ANIMAL:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:CREATURE_MAT:DROW:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:CREATURE_MAT:ANIMAL:PUS:LIQUID]&lt;br /&gt;
&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:DROWDARKNESS:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL:cloud of darkness]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:cloud of darkness blindness]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:RHENAYA_DROW:ALL]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:DROW_EVIL:ALL]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:RHENAYA_DRIDER:ALL]&lt;br /&gt;
			[SYN_CONTACT]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[SYN_INHALED]&lt;br /&gt;
			[CE_IMPAIR_FUNCTION:BP:BY_CATEGORY:EYE:ALL:SEV:1000:PROB:100:START:0:PEAK:1:END:50]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:80:START:0:PEAK:1:END:25]&lt;br /&gt;
&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]              ++&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:150:600:800:900:1000:1100:1500]                -&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:150:600:800:900:1000:1100:1500]               -&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:0:400:600:750:800:900:1100]                       --&lt;br /&gt;
	[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:400:600:750:800:900:1100]                    --&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]              +++&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:700:1200:1400:1500:1600:1800:2500]   ++&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:150:600:800:900:1000:1100:1500]              -&lt;br /&gt;
	[MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:400:600:750:800:900:1100]            --&lt;br /&gt;
	[MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                  --&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
		&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	YESBATTLECRY[CAN_DO_INTERACTION:BATTLECRY_DWARF]&lt;br /&gt;
		YESBATTLECRY[CDI:ADV_NAME:Battlecry (dwarf)]&lt;br /&gt;
		YESBATTLECRY[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
		YESBATTLECRY[CDI:TARGET_RANGE:A:5]&lt;br /&gt;
		YESBATTLECRY[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		YESBATTLECRY[CDI:VERBAL]&lt;br /&gt;
		YESBATTLECRY[CDI:VERBAL_SPEECH:battlecry_evil_drow_dwarf.txt]&lt;br /&gt;
		YESBATTLECRY[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
		YESBATTLECRY[CDI:WAIT_PERIOD:903]&lt;br /&gt;
	[BABY:2][GENERAL_BABY_NAME:drow baby:drow babies]&lt;br /&gt;
	[CHILD:15][GENERAL_CHILD_NAME:drowling:drowling]&lt;br /&gt;
&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
&lt;br /&gt;
	[PROFESSION_NAME:CRAFTSMAN:crafter:crafters]&lt;br /&gt;
	[PROFESSION_NAME:FISHERMAN:fisherdrow:fisherdrows]&lt;br /&gt;
	[PROFESSION_NAME:HAMMERMAN:hammerer:hammerers]&lt;br /&gt;
	[PROFESSION_NAME:SPEARMAN:spearguard:spearguards]&lt;br /&gt;
	[PROFESSION_NAME:CROSSBOWMAN:shadowsniper:shadowsnipers]&lt;br /&gt;
	[PROFESSION_NAME:AXEMAN:axedancer:axedancers]&lt;br /&gt;
	[PROFESSION_NAME:SWORDSMAN:sworddancer:sworddancers]&lt;br /&gt;
	[PROFESSION_NAME:MACEMAN:shielddancer:shielddancer]&lt;br /&gt;
	[PROFESSION_NAME:PIKEMAN:lanceguard:lanceguards]&lt;br /&gt;
	[PROFESSION_NAME:BOWMAN:shadowsniper:shadowsnipers]&lt;br /&gt;
	[PROFESSION_NAME:LASHER:claivemaster:claivemasters]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_HAMMERMAN:hammerer:hammerers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_SPEARMAN:spearguard:spearguards]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_CROSSBOWMAN:shadowsniper:shadowsnipers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_AXEMAN:axedancer:axedancers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_SWORDSMAN:sworddancer:sworddancers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_MACEMAN:shielddancer:shielddancer]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_PIKEMAN:lanceguard:lanceguards]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_BOWMAN:shadowsniper:shadowsnipers]&lt;br /&gt;
	[PROFESSION_NAME:MASTER_LASHER:claivemaster:claivemasters]&lt;br /&gt;
&lt;br /&gt;
	[PROFESSION_NAME:THIEF:assassine:assassines]&lt;br /&gt;
	[PROFESSION_NAME:TRADER:haggler:hagglers]&lt;br /&gt;
&lt;br /&gt;
	[PROFESSION_NAME:WOODWORKER:shroomworker:shroomworkers]&lt;br /&gt;
	[PROFESSION_NAME:WOODCUTTER:shroomcutter:shroomcutters]&lt;br /&gt;
	[PROFESSION_NAME:WOODCRAFTER:shroomcrafter:shroomcrafters]&lt;br /&gt;
&lt;br /&gt;
	[PROFESSION_NAME:DOCTOR:cleric:clerics]&lt;br /&gt;
	[PROFESSION_NAME:DIAGNOSER:cleric apprentice:cleric apprentices]&lt;br /&gt;
	[PROFESSION_NAME:BONE_SETTER:bone healer:bone healers]&lt;br /&gt;
	[PROFESSION_NAME:SUTURER:wound healer:wound healers]&lt;br /&gt;
	[PROFESSION_NAME:SURGEON:healer:healers]&lt;br /&gt;
&lt;br /&gt;
	[SKILL_LEARN_RATE:MINING:70]&lt;br /&gt;
	[SKILL_LEARN_RATE:WOODCUTTING:80]&lt;br /&gt;
	[SKILL_LEARN_RATE:CARPENTRY:80]&lt;br /&gt;
	[SKILL_LEARN_RATE:HERBALISM:80]&lt;br /&gt;
	[SKILL_LEARN_RATE:WOODCRAFT:80]&lt;br /&gt;
	[SKILL_LEARN_RATE:ALCHEMY:120]&lt;br /&gt;
	[SKILL_LEARN_RATE:SNEAK:125]&lt;br /&gt;
&lt;br /&gt;
	[SKILL_LEARN_RATE:SWORD:110]&lt;br /&gt;
	[SKILL_LEARN_RATE:DAGGER:150]&lt;br /&gt;
	[SKILL_LEARN_RATE:CROSSBOW:125]&lt;br /&gt;
	[SKILL_LEARN_RATE:DODGING:140]&lt;br /&gt;
	[SKILL_LEARN_RATE:SHIELD:70]&lt;br /&gt;
&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_LAUGH]&lt;br /&gt;
	[MANNERISM_SMILE]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[SPOUSE_CONVERSION_TARGET]&lt;br /&gt;
&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[CASTE:FEMALE_ALBINO]&lt;br /&gt;
		[CASTE_NAME:albino deep drow:albino deep drows:albino deep drow]&lt;br /&gt;
		[CHILDNAME:albino drowling:albino drowling]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE_ALBINO]&lt;br /&gt;
		[CASTE_NAME:albino deep drow:albino deep drows:albino deep drow]&lt;br /&gt;
		[CHILDNAME:albino drowling:albino drowling]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
		&lt;br /&gt;
	[CASTE:FEMALE_SHADOWBLADE]&lt;br /&gt;
		[CASTE_NAME:deep drow shadowblade:deep drow shadowblades:deep drow]&lt;br /&gt;
		[CHILDNAME:drowling:drowling]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]	&lt;br /&gt;
	[CASTE:MALE_SHADOWBLADE]&lt;br /&gt;
		[CASTE_NAME:deep drow shadowblade:deep drow shadowblades:deep drow]&lt;br /&gt;
		[CHILDNAME:drowling:drowling]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]			&lt;br /&gt;
&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:16000]&lt;br /&gt;
		[BODY_SIZE:10:0:65000]&lt;br /&gt;
		[BODY_SIZE:15:0:67500]&lt;br /&gt;
		[POP_RATIO:666]&lt;br /&gt;
		[NATURAL_SKILL:DIAGNOSE:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:DIAGNOSE:120]&lt;br /&gt;
		[NATURAL_SKILL:SET_BONE:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:SET_BONE:120]&lt;br /&gt;
		[NATURAL_SKILL:SUTURE:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:SUTURE:120]&lt;br /&gt;
		[NATURAL_SKILL:DRESS_WOUNDS:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:DRESS_WOUNDS:120]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:1]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:2]&lt;br /&gt;
		[NATURAL_SKILL:MACE:3]&lt;br /&gt;
		[SKILL_LEARN_RATE:MACE:130]&lt;br /&gt;
		[SKILL_LEARN_RATE:HAMMER:110]&lt;br /&gt;
		[NATURAL_SKILL:DAGGER:2]&lt;br /&gt;
		[NATURAL_SKILL:WHIP:2]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:ARMOR:130]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:3]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:2]&lt;br /&gt;
&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:15000]&lt;br /&gt;
		[BODY_SIZE:10:0:62500]&lt;br /&gt;
		[BODY_SIZE:15:0:65000]&lt;br /&gt;
		[POP_RATIO:250]&lt;br /&gt;
		[NATURAL_SKILL:MECHANICS:3]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:2]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:3]&lt;br /&gt;
		[NATURAL_SKILL:SWORD:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:MACE:70]&lt;br /&gt;
		[SKILL_LEARN_RATE:HAMMER:90]&lt;br /&gt;
		[NATURAL_SKILL:DAGGER:3]&lt;br /&gt;
		[NATURAL_SKILL:CROSSBOW:2]&lt;br /&gt;
		[SKILL_LEARN_RATE:ARMOR:80]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:2]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:2]&lt;br /&gt;
&lt;br /&gt;
	[SELECT_CASTE:FEMALE_ALBINO]&lt;br /&gt;
		[DESCRIPTION:A medium-sized and evil creature, living in matriarchistic underground cities.  Drow rarely meddle in the affairs of others, but when the time is right to strike they do so with deadly force.  The rare albino drow are quite capable of passing for a common elf. As such they are trained from birth to become masterful assassins.]	&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:17500]&lt;br /&gt;
		[BODY_SIZE:10:0:67500]&lt;br /&gt;
		[BODY_SIZE:15:0:70000]&lt;br /&gt;
		[POP_RATIO:20]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:4]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:5]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:5]&lt;br /&gt;
		[SKILL_LEARN_RATE:ARMOR:200]&lt;br /&gt;
		[NATURAL_SKILL:CROSSBOW:5]&lt;br /&gt;
		[NATURAL_SKILL:SWORD:5]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:5]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
&lt;br /&gt;
	[SELECT_CASTE:MALE_ALBINO]&lt;br /&gt;
		[DESCRIPTION:A medium-sized and evil creature, living in matriarchistic underground cities.  Drow rarely meddle in the affairs of others, but when the time is right to strike they do so with deadly force.  The rare albino drow are quite capable of passing for a common elf. As such they are trained from birth to become masterful assassins.]		&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:15500]&lt;br /&gt;
		[BODY_SIZE:10:0:65000]&lt;br /&gt;
		[BODY_SIZE:15:0:67500]&lt;br /&gt;
		[POP_RATIO:5]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:5]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:5]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:4]&lt;br /&gt;
		[SKILL_LEARN_RATE:ARMOR:130]&lt;br /&gt;
		[NATURAL_SKILL:CROSSBOW:4]&lt;br /&gt;
		[NATURAL_SKILL:SWORD:5]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:4]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
&lt;br /&gt;
	[SELECT_CASTE:FEMALE_SHADOWBLADE]&lt;br /&gt;
		[DESCRIPTION:A medium-sized and evil creature, living in matriarchistic underground cities.  Drow rarely meddle in the affairs of others, but when the time is right to strike they do so with deadly force.  Drow shadowblades are feared warriors.  They use magical darkness to disorient their victims in the last moments before a kill.]	&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:16000]&lt;br /&gt;
		[BODY_SIZE:10:0:65000]&lt;br /&gt;
		[BODY_SIZE:15:0:67500]&lt;br /&gt;
		[POP_RATIO:20]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:3]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:3]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:3]&lt;br /&gt;
		[NATURAL_SKILL:CROSSBOW:3]&lt;br /&gt;
		[NATURAL_SKILL:SWORD:3]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:3]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
		[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
			[CDI:ADV_NAME:Cloud of darkness]&lt;br /&gt;
			[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
			[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
			[CDI:MATERIAL:LOCAL_CREATURE_MAT:DROWDARKNESS:TRAILING_VAPOR_FLOW]&lt;br /&gt;
			[CDI:VERB:calls forth a blinding cloud of darkness:calls forth a blinding cloud of darkness:NA]&lt;br /&gt;
			[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
			[CDI:TARGET_RANGE:C:10]&lt;br /&gt;
			[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
			[CDI:WAIT_PERIOD:300]	&lt;br /&gt;
		&lt;br /&gt;
	[SELECT_CASTE:MALE_SHADOWBLADE]&lt;br /&gt;
		[DESCRIPTION:A medium-sized and evil creature, living in matriarchistic underground cities.  Drow rarely meddle in the affairs of others, but when the time is right to strike they do so with deadly force.  Drow shadowblades are feared warriors.  They use magical darkness to disorient their victims in the last moments before a kill.]	&lt;br /&gt;
		[BODY_SIZE:0:0:3000]&lt;br /&gt;
		[BODY_SIZE:1:168:15000]&lt;br /&gt;
		[BODY_SIZE:10:0:62500]&lt;br /&gt;
		[BODY_SIZE:15:0:65000]&lt;br /&gt;
		[POP_RATIO:5]&lt;br /&gt;
		[NATURAL_SKILL:SNEAK:2]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:2]&lt;br /&gt;
		[NATURAL_SKILL:ARMOR:2]&lt;br /&gt;
		[NATURAL_SKILL:CROSSBOW:2]&lt;br /&gt;
		[NATURAL_SKILL:SWORD:2]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:2]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
		[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
			[CDI:ADV_NAME:Cloud of darkness]&lt;br /&gt;
			[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
			[CDI:BP_REQUIRED:BY_CATEGORY:HAND]&lt;br /&gt;
			[CDI:MATERIAL:LOCAL_CREATURE_MAT:DROWDARKNESS:TRAILING_VAPOR_FLOW]&lt;br /&gt;
			[CDI:VERB:calls forth a blinding cloud of darkness:calls forth a blinding cloud of darkness:NA]&lt;br /&gt;
			[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
			[CDI:TARGET_RANGE:C:10]&lt;br /&gt;
			[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
			[CDI:WAIT_PERIOD:300]		&lt;br /&gt;
		&lt;br /&gt;
&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
	 [SELECT_ADDITIONAL_CASTE:MALE]&lt;br /&gt;
 	 [SELECT_ADDITIONAL_CASTE:FEMALE_SHADOWBLADE]&lt;br /&gt;
 	 [SELECT_ADDITIONAL_CASTE:MALE_SHADOWBLADE]&lt;br /&gt;
		[CAVE_ADAPT]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1:CHARCOAL:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BLACK:1:IRIS_EYE_AMBER:1:IRIS_EYE_CARDINAL:1:IRIS_EYE_CHARCOAL:1:IRIS_EYE_DARK_VIOLET:1:IRIS_EYE_LAVENDER:1:IRIS_EYE_LAVENDER_BLUSH:1:IRIS_EYE_PURPLE:1:IRIS_EYE_RED:1:IRIS_EYE_SCARLET:1:IRIS_EYE_VIOLET:1:IRIS_EYE_CRIMSON:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_CASTE:FEMALE_ALBINO]&lt;br /&gt;
	 [SELECT_ADDITIONAL_CASTE:MALE_ALBINO]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1:PEARL:1:PALE_PINK:1:PINK:1:PEACH:1:SILVER:1:BEIGE:1:ASH_GRAY:1:DARK_PEACH:1:DARK_PINK:1:IVORY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_RED:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1:SILVER:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:10:25:75:125:200:300]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Death_adder/raw&amp;diff=231580</id>
		<title>Masterwork:Death adder/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Death_adder/raw&amp;diff=231580"/>
		<updated>2017-06-23T20:42:53Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[CREATURE:DEATH_ADDER_FF]&lt;br /&gt;
	[CREATURE_CLASS:ALL_CREATURES][DESCRIPTION:A snake found in tropical shrubland.  Though it is venomous, its poison is rarely fatal to large creatures.]&lt;br /&gt;
	[NAME:death adder:death adders:death adder]&lt;br /&gt;
	[CASTE_NAME:death adder:death adders:death adder]&lt;br /&gt;
	[CREATURE_TILE:'{'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:150]&lt;br /&gt;
	[PET_EXOTIC][CREATURE_CLASS:PET_HEALING]&lt;br /&gt;
	[FREQUENCY:100]10]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	&lt;br /&gt;
	[AMBUSHPREDATOR]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[POPULATION_NUMBER:30000:30000]-UBIQUITOUS-&lt;br /&gt;
	[CLUSTER_NUMBER:3:4]&lt;br /&gt;
	[PREFSTRING:spined tails]&lt;br /&gt;
	[BODY:BASIC_1PARTBODY:BASIC_HEAD:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:OUTERBRAIN:BRAIN:SKULL:MOUTH:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
			[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:LEATHER]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:CREATURE_MAT:ANIMAL:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:CREATURE_MAT:ANIMAL:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:CREATURE_MAT:ANIMAL:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:CREATURE_MAT:ANIMAL:PUS:LIQUID]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE][MILKABLE:LOCAL_CREATURE_MAT:VENOM:20000]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:frozen death adder venom]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:frozen death adder venom]&lt;br /&gt;
		[STATE_NAME:LIQUID:death adder venom]&lt;br /&gt;
		[STATE_ADJ:LIQUID:death adder venom]&lt;br /&gt;
		[STATE_NAME:GAS:boiling death adder venom]&lt;br /&gt;
		[STATE_ADJ:GAS:boiling death adder venom]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:death adder bite]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:DEATH_ADDER:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[CE_PAIN:SEV:70:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]&lt;br /&gt;
			[CE_SWELLING:SEV:70:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]&lt;br /&gt;
			[CE_PARALYSIS:SEV:70:PROB:75:RESISTABLE:SIZE_DILUTES:START:25:PEAK:300:END:2500]&lt;br /&gt;
	[BODY_SIZE:0:0:40]&lt;br /&gt;
	[BODY_SIZE:3:0:12000]&lt;br /&gt;
	[BODY_SIZE:20:0:22000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:10]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:1400]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]  live young&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:YELLOW:1:GOLDENROD:1:TAN:1:DARK_TAN:1:TAUPE_DARK:1:BROWN:1:RED:1:GRAY:1:SLATE_GRAY:1:ASH_GRAY:1:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:scales:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3]&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Colosseum&amp;diff=231579</id>
		<title>Masterwork:Colosseum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Colosseum&amp;diff=231579"/>
		<updated>2017-06-23T20:41:49Z</updated>

		<summary type="html">&lt;p&gt;Mocha2007: /* top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:29, 20 November 2013 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Build labor!! Skill!! Buildmat!! Dimension!! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Mason || Any Skill || 5 Blocks, 4 statues || 11x11 || rowspan=2|Mason or Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2|building_colosseum.txt || colspan=2|reaction_colosseum.txt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The colosseum allows you to fight creatures. You need a changeling pet for it to work. The changeling is transformed into the monster you want to fight. To create metal colossi as enemies you will also need the &amp;quot;book of summonings&amp;quot; which can be bought from the drow.&lt;br /&gt;
&lt;br /&gt;
The creatures are sorted by strength. Some have special abilities: Cerberus can breath fire. Cave Ogre is blind. Giant Scorpion has very potent venom. The balrog is hot enough to melt parts of it that are not magma-proof. Each killed balrog gives you 2 volcanic weapons, a trophy and a skill aether, for the legendary skill boost.&lt;br /&gt;
&lt;br /&gt;
Every Colossus is a building destroyer, so if you don't kill him, he will raze the colosseum, the door, and then your fortress. Each killed colossus gives you a trophy, 25 bars of metal, and a soul, for the legendary skill boost.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Mocha2007</name></author>
	</entry>
</feed>