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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OddballJoe</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-09T07:43:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alfalfa&amp;diff=292420</id>
		<title>Alfalfa</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alfalfa&amp;diff=292420"/>
		<updated>2023-03-14T04:35:39Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Undo revision 292419 by OddballJoe (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
*[[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Alfalfa''' is an [[aboveground]] [[crop]]. It can be planted in all seasons, the leaves are edible raw or [[cooking|cooked]], and the seeds when cooked.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] alfalfa for its ''sprouts''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lucerna - Budaörs.jpg|thumb|center|300px|Admired for its ''sprouts''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alfalfa&amp;diff=292419</id>
		<title>Alfalfa</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alfalfa&amp;diff=292419"/>
		<updated>2023-03-14T04:34:40Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: version lgtm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
*[[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Alfalfa''' is an [[aboveground]] [[crop]]. It can be planted in all seasons, the leaves are edible raw or [[cooking|cooked]], and the seeds when cooked.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] alfalfa for its ''sprouts''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lucerna - Budaörs.jpg|thumb|center|300px|Admired for its ''sprouts''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology&amp;diff=292418</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion/Changes to terminology</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology&amp;diff=292418"/>
		<updated>2023-03-14T04:12:55Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Plurals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My own notes were basically already this page, so it seemed reasonable to create it as its own discussion page. Especially as I can foresee this being a recurring, relevant topic, as a result of future updates. The current layout and blurb is just what fell into place, from my own notes on the topic. As with any other wiki page, feel free to update and change it if you think it is warranted. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:50, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Missing or undefined terminology==&lt;br /&gt;
I'm just going to go ahead and seed this page with some topics of discussion that are referenced on the main page, so they can be referenced there, and it doesn't feel like some form of disembodied voice talking. Not to mention, it is pretty arrogant to have some officious notes/suggestions without putting my name to them. I'll sign each section paragraph rather than the end of the edit, to avoid future confusion over comments. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:58, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To-do list==&lt;br /&gt;
&lt;br /&gt;
This section is for discussion of additions or changes to the (at the moment utterly undemocratic) [[Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology#To-do_and_Specifics|To-do and specifics]] list. At the time of writing, I can't think of anything on there that doesn't, objectively, ideally need to be addressed at some point; but that is just my subjective opinion. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:53, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pages and references==&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
Currently, there is no group or groups page, which has bothered me for a while. The [[army|armies]] page gives a good summary of the topic, but I feel quite strongly that most players would be far more likely to by searching and thinking or &amp;quot;group&amp;quot; rather than army, if they were looking up, i.e. refugees, migrants and caravans. Not only that, but (outside of dwarf fortress) an army can be defined as a group, but a group can only rarely be described as an army. And just to belabour the point, AFAIK, these terms have never been officially defined in a statement from Toady. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===References to Name===&lt;br /&gt;
Should [[Fortress name]] and [[Custom names and symbols]] be added as sections on [[name]] and redirect to there, or should these pages remain separate? I am at a when it comes to naming pages based on hypothetical groupings of these terms. See also [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Name_and_Names|Name and Names ]](categories and disambiguation). [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Categories and disambiguation==&lt;br /&gt;
&lt;br /&gt;
===Name and Names===&lt;br /&gt;
The bulk of the main page concerns this topic, so I'm just really owning up to the first edit and leaving this section for anyone else to comment in. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Group and Groups===&lt;br /&gt;
See also: Pages -&amp;gt; [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Groups|Groups]] above. Regardless of the linked section, this seems like a sensible candidate for a category and disambiguation page. I feel certain there are quite a few articles that would make sense to include in this. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Object Objects and Item Items===&lt;br /&gt;
I started a [[Talk:Objects|talk]] on the currently empty [[Objects]] page. Objects/Items are another word combination that have quite recently taken on specifically different, but not very explicit, meanings.&lt;br /&gt;
&amp;lt;br&amp;gt;Don't forget about the modding concept of [[Modding#Modifying_the_vanilla_objects|Objects]] too, which as far as I can tell, is also missing a clearly defined (at least in specific terminology) description on a wiki page. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Symbol and Symbols===&lt;br /&gt;
There is already a [[Symbol]] disambiguation page (In this case I used the singular rather than plural, as [[Symbols]] are a menu category). As I understand it, a disambiguation page is generally meant to be quite concise, but &amp;quot;symbol/symbol&amp;quot; can mean so many things that are relevant to different aspects of the game. I think there might be room for some further explanation, either on that page, or elsewhere. For example: there are at least three explicitly defined game features using the word &amp;quot;symbol&amp;quot;/&amp;quot;symbols&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
# Symbols of office&lt;br /&gt;
# Group symbols&lt;br /&gt;
# Squad symbols&lt;br /&gt;
&lt;br /&gt;
The first two can both have custom names and descriptions, and the last two are related very closely by name, but not at all by feature. You can see why I think this is a bit of a minefield, even with a disambiguation page. More importantly, for most people reading this page, it could obviously get quite complicated with wiki discussions and editing style consistency, unless there is some sort of referenced explanation or consensus on the use of this word/term. &amp;amp;mdash;Now I've written this, I realise that, regarding the latter part, this is probably easily addressed via the [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Style_and_consistency|Style and consistency]] section here, and/or the [[Dwarf_Fortress_Wiki_talk:Manual_of_Style|Manual of Style]]. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 18:30, 12 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I made some changes to the disambig page to follow wikipedia's style. That style is good because it gets to the point quickly without forcing the reader to follow links to understand the differences between different meanings. Also, I think we should consolidate stubs where it makes sense. [[Symbols (menu)]] is nothing more than a list of [[symbol of office]], so I think the articles should be merged.—[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 18:32, 13 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I agree; and with your comment [[Talk:Objects|here]] about adding it to a section on the [[menu]] page. [[Menu]] needs a good rewrite for v50, and new information added, though. I think it would be appropriate to have some form of plain English clarification about the use of the word Object though. - '''e.g.''' in the context of the menu/interface, an object is always a type of item, but not all items are objects - as far as the game's menu classifications go. If you look at the Objects [[Template:V50_menus|menu tabs]], the first three are [[legendary|artifact|artifacts]], [[symbols]] and [[named objects]]. All three of these can be separate things, or combinations of them. Probably needs a lot of verification for specifics. I think written items can be both artifacts and named objects too. As you implied, lexicographical nuances are probably a misuse of a disambiguation page. So: clarification in a relevant section of the menu page seems okay for this? Maybe with a 'see also' to raw file objects, for good measure (which I've had trouble finding). [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 01:22, 14 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
Regarding plurals, I think:&lt;br /&gt;
* When an average wiki user would reasonably think of a different meaning for the plural, having separate articles is fine (e.g. [[bar]] and [[bars]]), with a ''see also'' on both pages&lt;br /&gt;
* In other cases, the plural should generally redirect to the singular.&lt;br /&gt;
&lt;br /&gt;
I think things like &amp;quot;symbols&amp;quot;, &amp;quot;objects&amp;quot;, etc fall under the latter category. I went ahead and redirected [[Symbols]] to [[Symbol]], and moved the article about the menu to [[Symbols (menu)]]. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 18:28, 13 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That makes sense. It occurred to me too, but I wasn't sure about using some kind of &amp;quot;(menu)&amp;quot; title suffix, as I've not seen any consistent examples of that. As long as the style is consistent, I think this is a good solution. On that note: Perhaps [[Menu_symbols]], or even [[Menu_objects_symbols]] might be better? &amp;quot;_&amp;quot; delimeters, representing specific structure of phrasing, rather than parentheses, seem to be more in-keeping with page naming style consistency, particularly regarding specific interface/file terminology. Even more so when it is representing some logical structure relating to the interface or files. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 01:38, 14 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Now I've said that, I'm probably thinking too much about filename structures. I assume the title is whatever the page is, so &amp;quot;Menu objects symbols&amp;quot; is a bit strange. If you can make the page name that, but the title Symbols (menu) this would be the best of both worlds though. I am particularly thinking of page names for categories and templates. It's really just personal preference after linking lots of pages for templates etc. I can't recall if a page name and page title can be separate things, though... [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 01:46, 14 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: There's no distinction between page titles and names. I used [[Symbols (menu)]] because parenthetical disambiguation is the standard on wikipedia (see [https://en.wikipedia.org/wiki/Wikipedia:Disambiguation#Naming_the_specific_topic_articles here]). I think [[Symbols menu]] would also be fine. Something like &amp;quot;Menu objects symbols&amp;quot; doesn't make sense to me, page names/titles should be readable and there's no need to reflect an in-game heirarchy. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 04:12, 14 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Style and consistency==&lt;br /&gt;
&lt;br /&gt;
I just noticed I have been subconsciously capitalising terms like &amp;quot;Written content&amp;quot; and &amp;quot;Named objects&amp;quot; because that is how it is presented in the game menus, but in this case, even though technically accurate to what is displayed in-game, I think doing this for names on menu tabs looks weird and inconsistent with most other terms used in the wiki. Just an opinion really, but I thought I'd mention it. I imagine most editors wouldn't take in-game terminology accuracy to this extreme, and besides, they are menu tab titles, not really seen in any other context, so it is probable reasonable to assume they are only capitalised when being used as a title in this way. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:46, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Loosely defined terms===&lt;br /&gt;
&lt;br /&gt;
Related to the above note on capitalization. There are some terms that are not clearly defined, in the game, or from the '[[Toady|word of god]]'; e.g. &amp;quot;group&amp;quot; (what sort of group?) and &amp;quot;symbol&amp;quot; (of an administrative position (''as well as other contexts'')). It might be good to have some consensus on regular usage of some of these examples, but I thought I'd comment here first. If someone else doesn't before me, I'll update the main page with a section for suggesting consistent terminology for anything that might regularly need to be mentioned. As an example, I propose, and have already been using: &amp;quot;[[symbol of office]]&amp;quot;, for a symbol assigned to an admin/noble position. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:58, 10 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hide&amp;diff=292417</id>
		<title>Hide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hide&amp;diff=292417"/>
		<updated>2023-03-14T04:06:22Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hide''' may refer to:&lt;br /&gt;
* The [[cv:skin|skin]] of a creature.&lt;br /&gt;
* The option to [[cv:Hide_Items_or_Buildings|hide items or buildings]].&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;br /&gt;
[[ru:Hide]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Alpacalypse&amp;diff=292408</id>
		<title>User talk:Alpacalypse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Alpacalypse&amp;diff=292408"/>
		<updated>2023-03-13T19:01:35Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Unsigned comments */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current wiki editing pet projects==&lt;br /&gt;
&lt;br /&gt;
I'm primarily just ordering my thought here; but using the talk page so if you are interested in, or actively working on any of the following - you can drop me a comment if you have any suggestions, ideas, or want to compare notes/make sure we are on the same page. Alternatively, you can let me know if I am working at cross-purposes with any plans you have, or editing you have been doing.&lt;br /&gt;
&lt;br /&gt;
====See Also====&lt;br /&gt;
*The original notes below here, lead me to go ahead and make a [[Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology|Changes to terminology]] centralized discussion. I expect the following to gradually become unrelated to this. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 00:44, 11 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Changes in recent DF versions===&lt;br /&gt;
&lt;br /&gt;
====General issues====&lt;br /&gt;
*Address all red links in [[Template:V50_menus]]&lt;br /&gt;
*Improve all related pages towards [[Dwarf_Fortress_Wiki:Quality#Superior|superior quality]]&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
*[[Menu]] - Page needs updating with current info and consistency with [[Menu tabs]] and related [[Template:V50_menus|Template]]&lt;br /&gt;
*[[Justice]] - Needs updating to reference new menus, all links are currently &amp;lt;small&amp;gt;&amp;lt; [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 19:19, 10 March 2023 (UTC) &amp;gt;&amp;lt;/small&amp;gt; or [[fortress guard|practically]]) red, in the context of v50 menus.&lt;br /&gt;
&lt;br /&gt;
===Changes to terminology===&lt;br /&gt;
*Update wiki for clarity and accuracy regarding terms that have taken on new meanings recently.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
*[[Symbol]] - ''Mostly completed up to fine level'', but needs better linking/references to existing wiki pages, and editing of those pages where relevant to recent changes. &lt;br /&gt;
:*[[Custom_names_and_symbols#Custom_symbols|Custom Symbols]] - Page created, but probably needs some better page and link structure/reorganisation. &lt;br /&gt;
::* What to do with &amp;quot;Custom symbols&amp;quot; section of [[Custom names and symbols]]? Add to a new [[Names and symbols]] page? Make it's own page similar to [[Fortress name]]? (see &amp;quot;Name&amp;quot; below)&lt;br /&gt;
*[[Object]] ([[Talk:Objects|Objects talk]]) - New pages and a lot of small, but significant edits to existing pages (such as &amp;quot;[[Item]]&amp;quot;) needed to avoid confusion or add clarity to different uses of words and features relating to [[Object]] and [[Objects]].&lt;br /&gt;
*[[Name]] - This is can lead down quite a rabbit hole, the following is just off the top of my head:&lt;br /&gt;
:*Complicated by there already being a very comprehensive [[name]] page, which only deals with generated character names.&lt;br /&gt;
:*A [[Fortress Name]] page (ditto).&lt;br /&gt;
:*The newly created [[Custom names and symbols]] page, which contains 90% of the information on [[Fortress name]].&lt;br /&gt;
:*Lack of documentation or references to any other generated or custom names:&lt;br /&gt;
::*Seemingly undocumented custom group names (and symbols).&lt;br /&gt;
::*Difference between a custom symbol (descriptive) and a custom symbol (badge of office), ''both of which'' can have unique and custom titles.&lt;br /&gt;
::*Paucity of references to all other generated names: e.g. sites, artifacts, history generated non-entity related creatures.&lt;br /&gt;
:*Terminology between all of this: e.g. name/title/description.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 19:19, 10 March 2023 (UTC)&lt;br /&gt;
==Comments re: Pet projects==&lt;br /&gt;
Let me know here if you have any feedback/thoughts on my pet projects notes above.&lt;br /&gt;
&lt;br /&gt;
==Comments re: Anything else==&lt;br /&gt;
Simply adding this heading for myself for readability/structure. &amp;lt;small&amp;gt;[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 19:19, 10 March 2023 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
== Don't delete talk page discussions, please ==&lt;br /&gt;
&lt;br /&gt;
As you suspected, [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk%3AVersions&amp;amp;type=revision&amp;amp;diff=292148&amp;amp;oldid=292138 this edit] is not very good form. Talk pages are like a forum; if there's a misunderstanding, clarify it and move on. There's no need to clean up past discussions and deleting other people's comments is generally frowned upon. See [https://en.wikipedia.org/wiki/Wikipedia:Talk_page_guidelines here] for general talk page ettiquette. The comment you replaced the discussion with is also a bit unclear now; if you think there's an issue with the version template, it's better to demonstrate how to reproduce the bug so that someone can try to fix it. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:03, 9 March 2023 (UTC)&lt;br /&gt;
:Gotcha. Now you mention it, I shouldn't have needed to be told not to delete someone else's comment. I was really just thinking about how much needless clutter I'd added to the discussion. Thanks for the clarification. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 19:12, 9 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unsigned comments ==&lt;br /&gt;
&lt;br /&gt;
FYI, when responding to users who don't sign their comments, it's customary to use {{tl|unsigned}} with their username/ip to make the convo easier to follow. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:01, 13 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=292407</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=292407"/>
		<updated>2023-03-13T18:50:36Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:embark_prev.jpg|301px|right]]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagonful of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when [[Site finder|choosing a site]] are: the presence of aquifers, the availability of wood, ores, and soil, the climate, and your neighbors. There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16×16 grid of embark area tiles (each representing 48×48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
Currently, an embark must be entirely within a tile on the &amp;quot;Region&amp;quot; view.  This restriction will be removed in the future.  [http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484]&lt;br /&gt;
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The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
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The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48×48 tiles large.&lt;br /&gt;
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On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
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===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
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A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
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In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
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Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort. &lt;br /&gt;
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Biomes are important when choosing a fortress location, in order to understand your [[surroundings]]. When there's more than one biome in the embark location you'll be able to press F1, F2, etc. to see their specifics.&lt;br /&gt;
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====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
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Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
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The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
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Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
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====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
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Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
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Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
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Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
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Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] which are generally only available through [[trading]] with Elves.&lt;br /&gt;
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====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
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[[File:non_embark_area.png|thumb|300px|right|A red overlay, showing an area a player can't embark on.]]Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
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The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
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Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
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There are two axis for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
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Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
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It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
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====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
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At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. As of v50, if there are metal ores, the metals are directly named instead of vague reports of ''Shallow metal(s)'' and/or ''Deep metal(s)''. [[Flux]] is also reported if present; you can now guarantee yourself the raw materials for a [[steel]] industry if you embark on an area with both flux and [[iron]].&lt;br /&gt;
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The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is also reported here as of v50.&lt;br /&gt;
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====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
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An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
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===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get [[siege]]d by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
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===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
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If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
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==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
[[File:Embark krugg2.jpg|thumb|Venture forth]] &lt;br /&gt;
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You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v50.04--&amp;gt;&lt;br /&gt;
* [[Miner]]: Proficient Miner, Skilled Appraiser, and Novice Judge of Intent&lt;br /&gt;
* [[Woodworker]]: Proficient Carpenter, Competent Woodcutter, Novice Bowyer, and Novice Wood Burner&lt;br /&gt;
* [[Stoneworker]]: Proficient Mason, Adequate Stonecutter, Adequate Stone Carver, and Novice Engraver&lt;br /&gt;
* [[Metalcrafter]]: Proficient Metal Crafter, and either Proficient Stone Crafter or Competent Gem Cutter and Adequate Gem Setter {{verify}}&lt;br /&gt;
* [[Fisherdwarf]]: Proficient Fisherdwarf, and Proficient Fighter&lt;br /&gt;
* [[Planter]]: Proficient Planter, and Proficient Record Keeper&lt;br /&gt;
* [[Expedition leader|Expedition Leader]]: Adequate Organizer, Adequate Persuader, Adequate Negotiator, Adequate Conversationalist, Novice Liar, and Novice Intimidator&lt;br /&gt;
&amp;lt;!--Note: the point data below was last updated for v0.44.03--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in [[dog]]s and [[cat]]s, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
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===Prepare Carefully===&lt;br /&gt;
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]&lt;br /&gt;
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Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of [[#Supplies|basic equipment]] (the same equipment Play Now! uses). It stands to reason that one should try to maximize the value of their embark by spending all available points. Remember that raw materials cost less embark points than their pre-made counterparts. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group, as well as choose a custom [[group symbol]].&lt;br /&gt;
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It is possible to change the amount of available embark points when playing via [[DF2014:Advanced world generation|advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000. With DFHack, the command ``points [#]`` (with &amp;quot;[#]&amp;quot; being any number) will set the amount of available embark points to the specified number.&lt;br /&gt;
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====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
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If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
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====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
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At embark, all seven settlers begin with no rank in all skills. Each dwarf can be assigned 10 additional ranks to be allocated however you please among the entire Dwarven skill list &amp;amp;ndash; including military &amp;amp;ndash; with the restriction that no single skill can be increased beyond 'proficient' (level 5). Therefore, you can trade off specialisation against versatility: each dwarf may be 'proficient' in two skills, or minimally skilled (rank 1, 'Novice') across 10 skills, or anything in between. Not all ranks need be allocated. The current skill rank is shown to the left of the skill (e.g. Novice). Older versions used to have a point system to determine the cost of the skill picks in embark points, but there is no cost as of v50, so all 1504 embark points are allocated to items and animals.&lt;br /&gt;
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The value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home. Additionally, embarking with Novice or higher skill will automatically enable the corresponding labor, avoiding manual labor assignments upon arrival.&lt;br /&gt;
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
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====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
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:* 2 Copper [[pick]]s&lt;br /&gt;
:* 2 Copper [[battle axe]]s&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 3 stacks of 5 units in 1 barrel)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 3 stacks of 5 units in 1 barrel) &lt;br /&gt;
:* 15 units of [[plump helmet]]s (3 stacks of 5 units in 1 barrel)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 leather quivers&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s†&lt;br /&gt;
:* 2 female [[cat]]s†&lt;br /&gt;
:* 2 random of [[horse]], [[yak]], or [[water buffalo]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
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'''Considering Metals'''&lt;br /&gt;
* If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge. &lt;br /&gt;
* Previously, if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of ''Dwarf Fortress''.&lt;br /&gt;
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'''Considering Materials'''&lt;br /&gt;
* When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
* You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
* Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all, if they are not available at your Mountainhome. &lt;br /&gt;
*Pre-made items (weapons, armor, furniture, etc.) cost more embark points than their constituent raw materials, consider this when maximizing embark efficiency.&lt;br /&gt;
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'''Considering Animals'''&lt;br /&gt;
* Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against [[kobold]]s and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
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† Cats and dogs are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you need to go into the pets list to add them.&lt;br /&gt;
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'''Those Parentheses'''&lt;br /&gt;
* All the items (not animals or dwarves) that you are bringing with you from embark will appear with between [[Item_designations#Provenance_.2F_Ownership|parentheses]]. Example: {{dftext|(copper pick)|7:1}}&lt;br /&gt;
* Items you manufacture (or obtain by mining/farming/foraging/scavenging) will not have the parentheses.&lt;br /&gt;
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====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
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If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
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If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the [[embark_profiles.txt]] and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward. [[Embark profile repository]] contains examples of different profiles you can experiment with.&lt;br /&gt;
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==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
[[File:Embark krugg.jpg|thumb|Prepare carefully for the hardship ahead.]]&lt;br /&gt;
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The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play ''Dwarf Fortress''. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
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===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
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'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which, with careful management, can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine, although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
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'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff (the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees (deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water (the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
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===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot;.  [[Alcohol]] will come in a new barrel after every 5th unit.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.  Pick 1 unit of milk from each species and each one will come with a free barrel.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark points each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagement), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s.&lt;br /&gt;
&lt;br /&gt;
Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing). Be sure to bring multiple types of alcohol, as your dwarves will be happier this way, because the different types will encompass their numerous preferences.&lt;br /&gt;
&lt;br /&gt;
'''More Means Better... Right?''' - Perhaps you once thought that the default amount of embark points aren't enough for you, and that you could give your fortress a serious leg up in getting started if you embark with ''much'' more animals and supplies. This can be done in a few ways: The first way is entering the &amp;quot;advanced world generation&amp;quot; screen and creating a custom world generation preset with higher embark points. Note that only a maximum of 10,000 points can be entered without cheating or hacking. The second way is to repeat the first step, but modify the world_gen.txt file found in the [game dir]\data\init\ directory - modifying the [EMBARK_POINTS:#] line with any custom number and saving, which '''can''' be set above 10,000. The third way is to simply use the &amp;quot;points&amp;quot; command if using [[DFHack]], once a world is generated.&lt;br /&gt;
&lt;br /&gt;
Back to the original question, does more mean &amp;quot;better&amp;quot;? The answer: yes and no. Starting with way more supplies and animals can give you a huge starting advantage in already having the materials and then some to get your fortress going, and having the extra animals can be useful for early breeding and butchering. The extra supplies/animals can also provide a huge advantage in trading. However, having extra supplies can also hurt gameplay, as having too much of something can hamper the chance for a dwarf to make something themselves, giving them less opportunities to increase their skill levels. And having too many animals can be a pain to manage, especially once they start breeding and make this task harder. Also, bringing too many supplies with you can have dwarves putting things away from the wagon for a much longer time than normal. This can be a massive nuisance if starting out in harder embark locations where early attacks are likely, or if thieving creatures come by.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down. So the player should check higher z-levels above the wagon once the playing area is generated, and immediately cutting down any trees animals are stuck in.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Group_symbol&amp;diff=292406</id>
		<title>Group symbol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Group_symbol&amp;diff=292406"/>
		<updated>2023-03-13T18:49:58Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Redirected page to Custom names and symbols#Custom symbols&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Custom_names_and_symbols#Custom_symbols]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item&amp;diff=292405</id>
		<title>Item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item&amp;diff=292405"/>
		<updated>2023-03-13T18:48:59Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
An '''item''' is any object that is tangible, easily movable, and not a [[creature]]. Items can include [[stone|boulders]], [[bucket]]s, [[furniture]], [[weapon]]s, [[craft]]s, and other similar or even completely different objects. Most items can be stored in [[stockpile]]s via [[hauling]], and a subset can additionally be stored in various containers, such as [[bag]]s, [[bin]]s, or [[barrel]]s. Containers are, themselves, also items.&lt;br /&gt;
&lt;br /&gt;
All items have a [[Item value|value]], item type, [[material]], and volume. From these, the [[weight]] of the item can be determined. Some items additionally have a [[Item quality|quality]]. Many items can participate in [[reaction]]s, and all but the raw materials and some animal extracts are the product of a reaction.&lt;br /&gt;
&lt;br /&gt;
An item can be stored on the ground, in a creature's inventory, in a container, in a workshop, [[cabinet]], or [[chest]], or even as a building material for [[building]]s and even [[construction]]s. Because of the wide variety of items and applications, there are varied ways to destroy items: waiting for [[rot]], consuming them (either through ingestion or through a reaction), [[wear]]ing them out, [[fire|burning]] them, moving them off-screen, dropping them into a [[Hell|bottomless pit]] or [[magma sea|magma flow]], crushing them in a [[cave-in]], or using a [[dwarven atom smasher]].&lt;br /&gt;
&lt;br /&gt;
== Named items ==&lt;br /&gt;
:''See also: [[Legendary artifact]]''&lt;br /&gt;
An item that is named in either [[fortress mode]] or [[adventure mode]] can arise from four circumstances: being created as a [[legendary artifact]], being named for a notable [[kill list]], being chosen as a [[symbol of office]] (which makes them a [[named objects|named ''object'']]), or when created as [[book|written content]]. In fortress mode, named items will be listed their respective tabs in the Objects menu {{menu icon|O}}.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Items can be viewed in fortress mode from the loo{{k|k}} screen. They will, most of the time, be displayed in [[color|brown]] (yellow when highlighted as the currently active item). When selected, {{k|Enter}} can be used to view a brief description of the item, one that includes the [[weight]], contents (if any), and name of an item. From there, {{k|v}} can be used to obtain a detailed description of the item written in prose; this information includes the item type, any [[decoration]]s, and other information.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will haul their purchases away, and [[thief|thieves]] will attempt to escape with stolen items. All creatures will leave the screen with all items in their possession, including [[weapon]]s and [[ammo]] lodged in their wounds. Using fluids or dumping into the pits [[hell|deep down]] are the only other methods of moving items off-screen.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
Items are also tangible in adventure mode, where they are picked up with the {{k|g}} key into either a free grasp or a [[backpack]] or other suitable container. All items can be thrown with the {{k|t}} key as well. An item that is not a proper weapon can still be used in combat; the misc. object user [[skill]] is trained by this activity.&lt;br /&gt;
&lt;br /&gt;
The adventurer's inventory can be viewed through the inventory screen, accessed with {{k|i}}. [[Armor]] and [[clothing]], special types of item, can be interacted with through the {{k|w}} and {{k|r}} screens.&lt;br /&gt;
&lt;br /&gt;
== Object testing arena ==&lt;br /&gt;
In the [[object testing arena]], items are appointed from the creature creation screen, accessed through {{k|k}} then {{k|c}} in the non-controlling view. There, {{k|n}} is used to add an item, and after selecting an appointed item {{k|r}} used to remove it and {{k|+}}, {{k|-}}, {{k|*}}, and {{k|/}} keys used to control the amount.&lt;br /&gt;
&lt;br /&gt;
Items in the arena are displayed according to whether or not a creature is currently controlled; in the controlling view, the display is similar to that of adventure mode and in the non-controlling view similar to fortress mode.&lt;br /&gt;
&lt;br /&gt;
Only certain items can be appointed in the arena. Aside from objects obtained from creatures or butchering, and their derivatives, only [[weapon]]s and training weapons, [[tool]]s, [[ammunition]], and [[armor]] can be created.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Item token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Item]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magpie&amp;diff=292404</id>
		<title>Magpie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magpie&amp;diff=292404"/>
		<updated>2023-03-13T18:48:07Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: remove link to disambig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=magpie_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Magpies''' are a type of [[above ground]] [[vermin]], found in a number of [[temperate]] [[biome]]s. They may be captured in [[animal trap]]s and turned into [[pet]]s. All magpies possess Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] magpies for their ''intelligence'' and their ''fondness of shiny objects''.&lt;br /&gt;
&lt;br /&gt;
[[File:Black-Billed_Magpie.jpg|thumb|400px|center|Admired for its ''fondness of shiny objects''.]]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Some [[Kangaroo Man|kangaroo men]] with a knack for [[Mechanic|engineering]] use a magpie wearing [[Clothing|shoes]] as their symbol.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=292403</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=292403"/>
		<updated>2023-03-13T18:47:21Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Remove symbol link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
Once you have a militia commander appointed, when going to the squad menu you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may  be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, other wise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (See [[#Equipping soldiers|equipping soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any militarily-capable dwarves in your fort, of which no more than ten (10) can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon above the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetic customization ===&lt;br /&gt;
[[Image:Menu_squad_symbol_v50.07.png|300px|thumb|right|The squad symbol selection menu]]&lt;br /&gt;
&lt;br /&gt;
The squad menu {{menu icon|q}} allows you to edit the name and the graphical symbol assigned to any created squads, by clicking on the quill and symbol icons, respectively. These options are purely cosmetic, unlike [[Squad#Equipping_soldiers|equipping soldiers]] and [[Squad#Order_scheduling|order scheduling]].&lt;br /&gt;
&lt;br /&gt;
===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
==Equipping soldiers==&lt;br /&gt;
===Accessing the Equip screen===&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. The following icons are used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of equipment&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:squad_weapon_icon.png|center]] || [[File:squad_shield_equipped.png|center]] || [[File:squad_upper_body_icon.png|center]] || [[File:squad_lower_body_icon.png|center]] || [[File:squad_head_icon.png|center]] || [[File:squad_hands_icon.png|center]] || [[File:squad_feet_icon.png|center]] || [[File:squad_backpack_icon.png|center]] || [[File:squad_flask_icon.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Meaning''' || Weapon || Shield || Upper body || Lower body || Head || Gauntlets || Boots || Backpack || Flask&lt;br /&gt;
|}&lt;br /&gt;
Equipment icons will change colors and display a symbol depending on the equipment's status. Using the shield icon as an example:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Equipment status&lt;br /&gt;
|-&lt;br /&gt;
! '''Symbol''' !! Meaning !! Probable cause&lt;br /&gt;
|-&lt;br /&gt;
| [[File:squad_shield_equipped.png|center]] || The dwarf has a shield assigned, and currently has it equipped. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:squad_shield_pending.png|center]] || The dwarf has a shield assigned, but doesn't have it equipped right now. || The dwarf's activity does not require this equipment, the dwarf physically cannot wear the item, the item's slot is already full (due to e.g. excessive layers of clothing), or the dwarf cannot access the assigned item.&lt;br /&gt;
|-&lt;br /&gt;
|  [[File:squad_shield_unable.png|center]] || The dwarf does not have a shield assigned or equipped. || The fortress does not have enough pieces of equipment for every dwarf in the squad.&lt;br /&gt;
|}&lt;br /&gt;
Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items an individual dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
===Creating and assigning uniforms===&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;.  You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on  by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best to wear their uniform in addition to their civilian [[clothing]]; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip naked before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go that piece of equipment rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
===Wearing equipment over clothing===&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''Uniform''' menu will show that these items have been assigned to a solider, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
&lt;br /&gt;
===Ammunition and marksdwarf squads===&lt;br /&gt;
Currently{{version|0.50.04}}, when a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure. This seemingly causes dwarves to never use ammunition{{bug|0012008}}, if there wasn't enough when the squad was created. To work around this bug, disband the squad and create a new squad, giving it a uniform which includes a ranged weapon. This will refresh the squad's knowledge of how much ammunition is available. Set the squad to train with a schedule of your choice, and the dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves &amp;quot;reserve&amp;quot; roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])&lt;br /&gt;
&lt;br /&gt;
The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
===Equipment use and storage===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Storing equipment in barracks|In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.}}&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squad-mate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
&lt;br /&gt;
===Changing equipment===&lt;br /&gt;
Let's suppose you started with the &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
===Equipping bone and shell armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A partial workaround for this problem is that bone and shell are almost the only materials of their respective colors that can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; for bone or &amp;quot;'''dark green'''&amp;quot;/&amp;quot;'''gray'''&amp;quot; for shell (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is only partially effective for shell armor, as, for example, the armor made of iron is gray, and for bone it is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot). It also requires that the armor template be for &amp;quot;'''Exact matches only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
&lt;br /&gt;
Some shell colors taken from raws (not guaranteed to be in the uniform color settings list):&lt;br /&gt;
* Pond turtle – dark green&lt;br /&gt;
* Mussel – gray&lt;br /&gt;
* Oyster – gray&lt;br /&gt;
* Nautilus – stripes brown white&lt;br /&gt;
* Giant tortoise – ecru&lt;br /&gt;
* Armadillo – mottled gray pink&lt;br /&gt;
* Desert tortoise – brown&lt;br /&gt;
* Snapping turtle – dark green&lt;br /&gt;
* Alligator snapping turtle – dark green&lt;br /&gt;
* Giant snail – brown&lt;br /&gt;
* Giant moon snail – red&lt;br /&gt;
&lt;br /&gt;
===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
[[File:Squad menu v50 04.png|right]]&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''station''' at a specific location at will through the {{Menu icon|q}} squads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting squads/soldiers===&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been cancelled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button (bearded dwarf face) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: attack, station, patrol, burrow defense, or train, as well as cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
&lt;br /&gt;
===Attack order===&lt;br /&gt;
The '''attack order''', sometimes referred to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. An attack order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; x icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the stamp icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are within striking distance.  Ranged attackers will not do anything clever, like climbing up to the top of your archery tower - if you want them to fire from a specific position, use a station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill command is cancelled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result, it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target, there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.{{version|0.34.07}}&lt;br /&gt;
&lt;br /&gt;
===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, they will return to their chosen station point.&lt;br /&gt;
&lt;br /&gt;
===Patrol route order===&lt;br /&gt;
The '''Patrol Route''' order assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify}}&amp;lt;!--Do they ignore traffic cost, burrow restrictions etc..?--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
&lt;br /&gt;
===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
&lt;br /&gt;
The '''Defend Burrow''' order is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train''' order comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
&lt;br /&gt;
For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' - banner with a plus icon then clicking the '''training''' axe icon next to your squads' name to assign them to train there.&lt;br /&gt;
&lt;br /&gt;
===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality_trait#Facets|personality]]{{verify}}; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
==Order scheduling==&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
&lt;br /&gt;
To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**To ensure dwarves are able to fully equip their feet, you will need to duplicate the FIRST foot layer. Your dwarves equipment list after confirming in details should read either &amp;quot;socks, socks, boots&amp;quot; or &amp;quot;boots, boots, socks&amp;quot;. Handwear doesn't need this workaround for whatever reason, but footwear does. If you only equip &amp;quot;socks, boots&amp;quot;, or &amp;quot;boots, socks&amp;quot; they will only get 1 of the first listing leading to either 1 sock with 2 boots, or 2 socks with 1 boot, respectively. This workaround also only applies to uniforms with &amp;quot;Uniform Replaces Clothing&amp;quot; set. Uniforms worn over clothing should refer to the next tip.&lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.{{bug|0038238}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
**When you initially create the squad and it asks for the squad's uniform, it uses this selection to determine how much ammo to reserve for the squad. Any squad with ranged dwarves must be created with a ranged uniform. There is no way to edit this post-creation, if you want to add ranged dwarves to the squad post-creation, you will have to delete and re-create the squad. You can edit or change the uniform post creation, even changing the dwarves from ranged to melee or back, as long as the squad is initially created with ranged weapons it will reserve ammo and the squad members will be able to get ammo.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Icon&amp;diff=292402</id>
		<title>Icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Icon&amp;diff=292402"/>
		<updated>2023-03-13T18:45:49Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{disambig}}&lt;br /&gt;
----&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:* If you are looking for icons for '''dwarves''', see [[Status icon]].&lt;br /&gt;
&lt;br /&gt;
:* If you are looking for icons on the pre-start '''embark map''', see [[Map legend]]&lt;br /&gt;
&lt;br /&gt;
:* If you are looking for different icons to change how your '''game''' is presented, see [[Tilesets]], [[Main:Tileset repository|Tileset repository]] or [[Graphics set repository]]&lt;br /&gt;
&lt;br /&gt;
:* If you are looking for the ascii characters that are used with the vanilla dwarf fortress game map, see [[Main:Character table|Character table]].&lt;br /&gt;
[[ru:Icon]]&lt;br /&gt;
&lt;br /&gt;
:* If you are looking for custom '''squad''' icons see [[Squad symbol]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Objects&amp;diff=292401</id>
		<title>Talk:Objects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Objects&amp;diff=292401"/>
		<updated>2023-03-13T18:41:18Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I thought I'd make a note of plans for this page, for myself, or for anyone else who beats me to it:&lt;br /&gt;
&amp;lt;br&amp;gt;As &amp;quot;[[object]]&amp;quot; similar to &amp;quot;[[symbol]]&amp;quot; has taken on a lot of new meanings in the latest version of DF, I think it makes sense to make object'''s''' a page, redirect and move the information from [[named objects]] and [[symbols]] here. Make this page about the new &amp;quot;objects&amp;quot; menu {{menu icon|O}} in general, including summaries of the other [[menu]] [[Template:V50_menus|tabs]], and what the word means specifically in this context (regarding a specific classification of [[item]]); and link to a new [[object]] disambiguation page. &lt;br /&gt;
&amp;lt;br&amp;gt; - [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 18:08, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'm not seeing a lot of different meanings here. There's objects as used in modding, and objects as used in-game; the latter is synonymous with &amp;quot;item&amp;quot;. The &amp;quot;objects&amp;quot; tab in the menu is just grouping sub-menus that relate to important items in the fortress. I don't see any point to making a stub about the menu grouping; at most it should be a section on the [[Menu]] page IMO. I think [[named objects]] would be better as a section under [[symbol of office]]. Having a separate one-line page for every menu tab seems counterproductive. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 18:41, 13 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology&amp;diff=292400</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion/Changes to terminology</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology&amp;diff=292400"/>
		<updated>2023-03-13T18:32:51Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Symbol and Symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My own notes were basically already this page, so it seemed reasonable to create it as its own discussion page. Especially as I can foresee this being a recurring, relevant topic, as a result of future updates. The current layout and blurb is just what fell into place, from my own notes on the topic. As with any other wiki page, feel free to update and change it if you think it is warranted. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:50, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Missing or undefined terminology==&lt;br /&gt;
I'm just going to go ahead and seed this page with some topics of discussion that are referenced on the main page, so they can be referenced there, and it doesn't feel like some form of disembodied voice talking. Not to mention, it is pretty arrogant to have some officious notes/suggestions without putting my name to them. I'll sign each section paragraph rather than the end of the edit, to avoid future confusion over comments. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:58, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To-do list==&lt;br /&gt;
&lt;br /&gt;
This section is for discussion of additions or changes to the (at the moment utterly undemocratic) [[Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology#To-do_and_Specifics|To-do and specifics]] list. At the time of writing, I can't think of anything on there that doesn't, objectively, ideally need to be addressed at some point; but that is just my subjective opinion. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:53, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pages and references==&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
Currently, there is no group or groups page, which has bothered me for a while. The [[army|armies]] page gives a good summary of the topic, but I feel quite strongly that most players would be far more likely to by searching and thinking or &amp;quot;group&amp;quot; rather than army, if they were looking up, i.e. refugees, migrants and caravans. Not only that, but (outside of dwarf fortress) an army can be defined as a group, but a group can only rarely be described as an army. And just to belabour the point, AFAIK, these terms have never been officially defined in a statement from Toady. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===References to Name===&lt;br /&gt;
Should [[Fortress name]] and [[Custom names and symbols]] be added as sections on [[name]] and redirect to there, or should these pages remain separate? I am at a when it comes to naming pages based on hypothetical groupings of these terms. See also [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Name_and_Names|Name and Names ]](categories and disambiguation). [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Categories and disambiguation==&lt;br /&gt;
&lt;br /&gt;
===Name and Names===&lt;br /&gt;
The bulk of the main page concerns this topic, so I'm just really owning up to the first edit and leaving this section for anyone else to comment in. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Group and Groups===&lt;br /&gt;
See also: Pages -&amp;gt; [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Groups|Groups]] above. Regardless of the linked section, this seems like a sensible candidate for a category and disambiguation page. I feel certain there are quite a few articles that would make sense to include in this. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Object Objects and Item Items===&lt;br /&gt;
I started a [[Talk:Objects|talk]] on the currently empty [[Objects]] page. Objects/Items are another word combination that have quite recently taken on specifically different, but not very explicit, meanings.&lt;br /&gt;
&amp;lt;br&amp;gt;Don't forget about the modding concept of [[Modding#Modifying_the_vanilla_objects|Objects]] too, which as far as I can tell, is also missing a clearly defined (at least in specific terminology) description on a wiki page. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Symbol and Symbols===&lt;br /&gt;
There is already a [[Symbol]] disambiguation page (In this case I used the singular rather than plural, as [[Symbols]] are a menu category). As I understand it, a disambiguation page is generally meant to be quite concise, but &amp;quot;symbol/symbol&amp;quot; can mean so many things that are relevant to different aspects of the game. I think there might be room for some further explanation, either on that page, or elsewhere. For example: there are at least three explicitly defined game features using the word &amp;quot;symbol&amp;quot;/&amp;quot;symbols&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
# Symbols of office&lt;br /&gt;
# Group symbols&lt;br /&gt;
# Squad symbols&lt;br /&gt;
&lt;br /&gt;
The first two can both have custom names and descriptions, and the last two are related very closely by name, but not at all by feature. You can see why I think this is a bit of a minefield, even with a disambiguation page. More importantly, for most people reading this page, it could obviously get quite complicated with wiki discussions and editing style consistency, unless there is some sort of referenced explanation or consensus on the use of this word/term. &amp;amp;mdash;Now I've written this, I realise that, regarding the latter part, this is probably easily addressed via the [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Style_and_consistency|Style and consistency]] section here, and/or the [[Dwarf_Fortress_Wiki_talk:Manual_of_Style|Manual of Style]]. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 18:30, 12 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I made some changes to the disambig page to follow wikipedia's style. That style is good because it gets to the point quickly without forcing the reader to follow links to understand the differences between different meanings. Also, I think we should consolidate stubs where it makes sense. [[Symbols (menu)]] is nothing more than a list of [[symbol of office]], so I think the articles should be merged.—[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 18:32, 13 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
Regarding plurals, I think:&lt;br /&gt;
* When an average wiki user would reasonably think of a different meaning for the plural, having separate articles is fine (e.g. [[bar]] and [[bars]]), with a ''see also'' on both pages&lt;br /&gt;
* In other cases, the plural should generally redirect to the singular.&lt;br /&gt;
&lt;br /&gt;
I think things like &amp;quot;symbols&amp;quot;, &amp;quot;objects&amp;quot;, etc fall under the latter category. I went ahead and redirected [[Symbols]] to [[Symbol]], and moved the article about the menu to [[Symbols (menu)]]. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 18:28, 13 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Style and consistency==&lt;br /&gt;
&lt;br /&gt;
I just noticed I have been subconsciously capitalising terms like &amp;quot;Written content&amp;quot; and &amp;quot;Named objects&amp;quot; because that is how it is presented in the game menus, but in this case, even though technically accurate to what is displayed in-game, I think doing this for names on menu tabs looks weird and inconsistent with most other terms used in the wiki. Just an opinion really, but I thought I'd mention it. I imagine most editors wouldn't take in-game terminology accuracy to this extreme, and besides, they are menu tab titles, not really seen in any other context, so it is probable reasonable to assume they are only capitalised when being used as a title in this way. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:46, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Loosely defined terms===&lt;br /&gt;
&lt;br /&gt;
Related to the above note on capitalization. There are some terms that are not clearly defined, in the game, or from the '[[Toady|word of god]]'; e.g. &amp;quot;group&amp;quot; (what sort of group?) and &amp;quot;symbol&amp;quot; (of an administrative position (''as well as other contexts'')). It might be good to have some consensus on regular usage of some of these examples, but I thought I'd comment here first. If someone else doesn't before me, I'll update the main page with a section for suggesting consistent terminology for anything that might regularly need to be mentioned. As an example, I propose, and have already been using: &amp;quot;[[symbol of office]]&amp;quot;, for a symbol assigned to an admin/noble position. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:58, 10 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology&amp;diff=292399</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion/Changes to terminology</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology&amp;diff=292399"/>
		<updated>2023-03-13T18:28:44Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Plurals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My own notes were basically already this page, so it seemed reasonable to create it as its own discussion page. Especially as I can foresee this being a recurring, relevant topic, as a result of future updates. The current layout and blurb is just what fell into place, from my own notes on the topic. As with any other wiki page, feel free to update and change it if you think it is warranted. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:50, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Missing or undefined terminology==&lt;br /&gt;
I'm just going to go ahead and seed this page with some topics of discussion that are referenced on the main page, so they can be referenced there, and it doesn't feel like some form of disembodied voice talking. Not to mention, it is pretty arrogant to have some officious notes/suggestions without putting my name to them. I'll sign each section paragraph rather than the end of the edit, to avoid future confusion over comments. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:58, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To-do list==&lt;br /&gt;
&lt;br /&gt;
This section is for discussion of additions or changes to the (at the moment utterly undemocratic) [[Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology#To-do_and_Specifics|To-do and specifics]] list. At the time of writing, I can't think of anything on there that doesn't, objectively, ideally need to be addressed at some point; but that is just my subjective opinion. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:53, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pages and references==&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
Currently, there is no group or groups page, which has bothered me for a while. The [[army|armies]] page gives a good summary of the topic, but I feel quite strongly that most players would be far more likely to by searching and thinking or &amp;quot;group&amp;quot; rather than army, if they were looking up, i.e. refugees, migrants and caravans. Not only that, but (outside of dwarf fortress) an army can be defined as a group, but a group can only rarely be described as an army. And just to belabour the point, AFAIK, these terms have never been officially defined in a statement from Toady. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===References to Name===&lt;br /&gt;
Should [[Fortress name]] and [[Custom names and symbols]] be added as sections on [[name]] and redirect to there, or should these pages remain separate? I am at a when it comes to naming pages based on hypothetical groupings of these terms. See also [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Name_and_Names|Name and Names ]](categories and disambiguation). [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Categories and disambiguation==&lt;br /&gt;
&lt;br /&gt;
===Name and Names===&lt;br /&gt;
The bulk of the main page concerns this topic, so I'm just really owning up to the first edit and leaving this section for anyone else to comment in. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Group and Groups===&lt;br /&gt;
See also: Pages -&amp;gt; [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Groups|Groups]] above. Regardless of the linked section, this seems like a sensible candidate for a category and disambiguation page. I feel certain there are quite a few articles that would make sense to include in this. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Object Objects and Item Items===&lt;br /&gt;
I started a [[Talk:Objects|talk]] on the currently empty [[Objects]] page. Objects/Items are another word combination that have quite recently taken on specifically different, but not very explicit, meanings.&lt;br /&gt;
&amp;lt;br&amp;gt;Don't forget about the modding concept of [[Modding#Modifying_the_vanilla_objects|Objects]] too, which as far as I can tell, is also missing a clearly defined (at least in specific terminology) description on a wiki page. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Symbol and Symbols===&lt;br /&gt;
There is already a [[Symbol]] disambiguation page (In this case I used the singular rather than plural, as [[Symbols]] are a menu category). As I understand it, a disambiguation page is generally meant to be quite concise, but &amp;quot;symbol/symbol&amp;quot; can mean so many things that are relevant to different aspects of the game. I think there might be room for some further explanation, either on that page, or elsewhere. For example: there are at least three explicitly defined game features using the word &amp;quot;symbol&amp;quot;/&amp;quot;symbols&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
# Symbols of office&lt;br /&gt;
# Group symbols&lt;br /&gt;
# Squad symbols&lt;br /&gt;
&lt;br /&gt;
The first two can both have custom names and descriptions, and the last two are related very closely by name, but not at all by feature. You can see why I think this is a bit of a minefield, even with a disambiguation page. More importantly, for most people reading this page, it could obviously get quite complicated with wiki discussions and editing style consistency, unless there is some sort of referenced explanation or consensus on the use of this word/term. &amp;amp;mdash;Now I've written this, I realise that, regarding the latter part, this is probably easily addressed via the [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Style_and_consistency|Style and consistency]] section here, and/or the [[Dwarf_Fortress_Wiki_talk:Manual_of_Style|Manual of Style]]. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 18:30, 12 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
Regarding plurals, I think:&lt;br /&gt;
* When an average wiki user would reasonably think of a different meaning for the plural, having separate articles is fine (e.g. [[bar]] and [[bars]]), with a ''see also'' on both pages&lt;br /&gt;
* In other cases, the plural should generally redirect to the singular.&lt;br /&gt;
&lt;br /&gt;
I think things like &amp;quot;symbols&amp;quot;, &amp;quot;objects&amp;quot;, etc fall under the latter category. I went ahead and redirected [[Symbols]] to [[Symbol]], and moved the article about the menu to [[Symbols (menu)]]. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 18:28, 13 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Style and consistency==&lt;br /&gt;
&lt;br /&gt;
I just noticed I have been subconsciously capitalising terms like &amp;quot;Written content&amp;quot; and &amp;quot;Named objects&amp;quot; because that is how it is presented in the game menus, but in this case, even though technically accurate to what is displayed in-game, I think doing this for names on menu tabs looks weird and inconsistent with most other terms used in the wiki. Just an opinion really, but I thought I'd mention it. I imagine most editors wouldn't take in-game terminology accuracy to this extreme, and besides, they are menu tab titles, not really seen in any other context, so it is probable reasonable to assume they are only capitalised when being used as a title in this way. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:46, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Loosely defined terms===&lt;br /&gt;
&lt;br /&gt;
Related to the above note on capitalization. There are some terms that are not clearly defined, in the game, or from the '[[Toady|word of god]]'; e.g. &amp;quot;group&amp;quot; (what sort of group?) and &amp;quot;symbol&amp;quot; (of an administrative position (''as well as other contexts'')). It might be good to have some consensus on regular usage of some of these examples, but I thought I'd comment here first. If someone else doesn't before me, I'll update the main page with a section for suggesting consistent terminology for anything that might regularly need to be mentioned. As an example, I propose, and have already been using: &amp;quot;[[symbol of office]]&amp;quot;, for a symbol assigned to an admin/noble position. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:58, 10 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology&amp;diff=292398</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion/Changes to terminology</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology&amp;diff=292398"/>
		<updated>2023-03-13T18:28:32Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Categories and disambiguation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My own notes were basically already this page, so it seemed reasonable to create it as its own discussion page. Especially as I can foresee this being a recurring, relevant topic, as a result of future updates. The current layout and blurb is just what fell into place, from my own notes on the topic. As with any other wiki page, feel free to update and change it if you think it is warranted. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:50, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Missing or undefined terminology==&lt;br /&gt;
I'm just going to go ahead and seed this page with some topics of discussion that are referenced on the main page, so they can be referenced there, and it doesn't feel like some form of disembodied voice talking. Not to mention, it is pretty arrogant to have some officious notes/suggestions without putting my name to them. I'll sign each section paragraph rather than the end of the edit, to avoid future confusion over comments. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:58, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To-do list==&lt;br /&gt;
&lt;br /&gt;
This section is for discussion of additions or changes to the (at the moment utterly undemocratic) [[Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology#To-do_and_Specifics|To-do and specifics]] list. At the time of writing, I can't think of anything on there that doesn't, objectively, ideally need to be addressed at some point; but that is just my subjective opinion. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:53, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pages and references==&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
Currently, there is no group or groups page, which has bothered me for a while. The [[army|armies]] page gives a good summary of the topic, but I feel quite strongly that most players would be far more likely to by searching and thinking or &amp;quot;group&amp;quot; rather than army, if they were looking up, i.e. refugees, migrants and caravans. Not only that, but (outside of dwarf fortress) an army can be defined as a group, but a group can only rarely be described as an army. And just to belabour the point, AFAIK, these terms have never been officially defined in a statement from Toady. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===References to Name===&lt;br /&gt;
Should [[Fortress name]] and [[Custom names and symbols]] be added as sections on [[name]] and redirect to there, or should these pages remain separate? I am at a when it comes to naming pages based on hypothetical groupings of these terms. See also [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Name_and_Names|Name and Names ]](categories and disambiguation). [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Categories and disambiguation==&lt;br /&gt;
&lt;br /&gt;
===Name and Names===&lt;br /&gt;
The bulk of the main page concerns this topic, so I'm just really owning up to the first edit and leaving this section for anyone else to comment in. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Group and Groups===&lt;br /&gt;
See also: Pages -&amp;gt; [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Groups|Groups]] above. Regardless of the linked section, this seems like a sensible candidate for a category and disambiguation page. I feel certain there are quite a few articles that would make sense to include in this. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Object Objects and Item Items===&lt;br /&gt;
I started a [[Talk:Objects|talk]] on the currently empty [[Objects]] page. Objects/Items are another word combination that have quite recently taken on specifically different, but not very explicit, meanings.&lt;br /&gt;
&amp;lt;br&amp;gt;Don't forget about the modding concept of [[Modding#Modifying_the_vanilla_objects|Objects]] too, which as far as I can tell, is also missing a clearly defined (at least in specific terminology) description on a wiki page. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:47, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Symbol and Symbols===&lt;br /&gt;
There is already a [[Symbol]] disambiguation page (In this case I used the singular rather than plural, as [[Symbols]] are a menu category). As I understand it, a disambiguation page is generally meant to be quite concise, but &amp;quot;symbol/symbol&amp;quot; can mean so many things that are relevant to different aspects of the game. I think there might be room for some further explanation, either on that page, or elsewhere. For example: there are at least three explicitly defined game features using the word &amp;quot;symbol&amp;quot;/&amp;quot;symbols&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
# Symbols of office&lt;br /&gt;
# Group symbols&lt;br /&gt;
# Squad symbols&lt;br /&gt;
&lt;br /&gt;
The first two can both have custom names and descriptions, and the last two are related very closely by name, but not at all by feature. You can see why I think this is a bit of a minefield, even with a disambiguation page. More importantly, for most people reading this page, it could obviously get quite complicated with wiki discussions and editing style consistency, unless there is some sort of referenced explanation or consensus on the use of this word/term. &amp;amp;mdash;Now I've written this, I realise that, regarding the latter part, this is probably easily addressed via the [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Style_and_consistency|Style and consistency]] section here, and/or the [[Dwarf_Fortress_Wiki_talk:Manual_of_Style|Manual of Style]]. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 18:30, 12 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
Regarding plurals, I think:&lt;br /&gt;
* When an average wiki user would reasonably think of a different meaning for the plural, having separate articles is fine (e.g. [[bar]] and [[bars]]), with a ''see also'' on both pages&lt;br /&gt;
* In other cases, the plural should generally redirect to the singular.&lt;br /&gt;
&lt;br /&gt;
I think things like &amp;quot;symbols&amp;quot;, &amp;quot;objects&amp;quot;, etc fall under the latter category. I went ahead and redirected [[Symbols]] to [[Symbol]], and moved the article about the menu to &amp;quot;Symbols (menu)&amp;quot;. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 18:28, 13 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Style and consistency==&lt;br /&gt;
&lt;br /&gt;
I just noticed I have been subconsciously capitalising terms like &amp;quot;Written content&amp;quot; and &amp;quot;Named objects&amp;quot; because that is how it is presented in the game menus, but in this case, even though technically accurate to what is displayed in-game, I think doing this for names on menu tabs looks weird and inconsistent with most other terms used in the wiki. Just an opinion really, but I thought I'd mention it. I imagine most editors wouldn't take in-game terminology accuracy to this extreme, and besides, they are menu tab titles, not really seen in any other context, so it is probable reasonable to assume they are only capitalised when being used as a title in this way. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:46, 10 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Loosely defined terms===&lt;br /&gt;
&lt;br /&gt;
Related to the above note on capitalization. There are some terms that are not clearly defined, in the game, or from the '[[Toady|word of god]]'; e.g. &amp;quot;group&amp;quot; (what sort of group?) and &amp;quot;symbol&amp;quot; (of an administrative position (''as well as other contexts'')). It might be good to have some consensus on regular usage of some of these examples, but I thought I'd comment here first. If someone else doesn't before me, I'll update the main page with a section for suggesting consistent terminology for anything that might regularly need to be mentioned. As an example, I propose, and have already been using: &amp;quot;[[symbol of office]]&amp;quot;, for a symbol assigned to an admin/noble position. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 22:58, 10 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbols_(menu)&amp;diff=292397</id>
		<title>Symbols (menu)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbols_(menu)&amp;diff=292397"/>
		<updated>2023-03-13T18:13:33Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Disambig link no longer needed here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Menu_objects_symbols_v50.07.png|600px|thumb|The symbol menu tab]]&lt;br /&gt;
&lt;br /&gt;
This tab of the Objects menu {{menu icon|O}}, lists all objects in your fortress that have been assigned as a [[symbol of office]].&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Symbol}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbol&amp;diff=292396</id>
		<title>Symbol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbol&amp;diff=292396"/>
		<updated>2023-03-13T18:13:06Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;br /&gt;
----&lt;br /&gt;
'''Symbol''' may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Custom symbol]], a text description of an image representing your fortress or another group&lt;br /&gt;
&lt;br /&gt;
* [[Symbol of office]], an object equipped by someone holding an administrative or noble position&lt;br /&gt;
&lt;br /&gt;
* [[Symbols (menu)]], a tab in the the Objects menu {{menu icon|O}} in Fortress mode.&lt;br /&gt;
* [[Squad symbol]], an image associated with a squad that can be selected via a graphical interface&lt;br /&gt;
* [[Language#language_SYM.txt|Language symbol]]s, used for defining categories of words&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Icon]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbols&amp;diff=292395</id>
		<title>Symbols</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbols&amp;diff=292395"/>
		<updated>2023-03-13T18:12:46Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Changed redirect target from Symbols (menu) to Symbol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Symbol]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbol_of_office&amp;diff=292394</id>
		<title>Symbol of office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbol_of_office&amp;diff=292394"/>
		<updated>2023-03-13T18:09:47Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Menu_nobles-and-administrators_symbols_v50.07.png|300px|thumb|right|The symbol selection menu]]&lt;br /&gt;
&lt;br /&gt;
In the [[Noble|Nobles and administrators]] {{menu icon|n}}, by clicking on the crown+ icon next to a relevant position, available objects in your fortress can be made into a symbol of a [[noble|noble or administrative]] position. If multiple objects are assigned to a position or a [[Citizenship|citizen]] is assigned to more than one position with an assigned symbol, they will try and equip them all.&lt;br /&gt;
&lt;br /&gt;
When a new object is assigned as a symbol, unless it is already an [[artifact]] or [[named objects|named object]], you will have the opportunity to choose a [[Custom_names_and_symbols|custom name]] for the object or accept the default name generated by the game. As this also makes them a [[named objects|named object]], items that have been designated as a symbol of office will count as artifacts for [[stockpile]] storage quality settings, even if they are in fact lower quality. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Symbols (menu)]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Symbol}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbol_of_office&amp;diff=292393</id>
		<title>Symbol of office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbol_of_office&amp;diff=292393"/>
		<updated>2023-03-13T18:09:38Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* See also */ make links clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Menu_nobles-and-administrators_symbols_v50.07.png|300px|thumb|right|The symbol selection menu]]&lt;br /&gt;
&lt;br /&gt;
In the [[Noble|Nobles and administrators]] {{menu icon|n}}, by clicking on the crown+ icon next to a relevant position, available objects in your fortress can be made into a symbol of a [[noble|noble or administrative]] position. If multiple objects are assigned to a position or a [[Citizenship|citizen]] is assigned to more than one position with an assigned symbol, they will try and equip them all.&lt;br /&gt;
&lt;br /&gt;
When a new object is assigned as a symbol, unless it is already an [[artifact]] or [[named objects|named object]], you will have the opportunity to choose a [[Custom_names_and_symbols|custom name]] for the object or accept the default name generated by the game. As this also makes them a [[named objects|named object]], items that have been designated as a symbol of office will count as artifacts for [[stockpile]] storage quality settings, even if they are in fact lower quality. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Symbol (menu)]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Symbol}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Named_objects&amp;diff=292392</id>
		<title>Named objects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Named_objects&amp;diff=292392"/>
		<updated>2023-03-13T18:08:28Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Fix symbol link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
Named objects are listed in the objects menu {{menu icon|O}} under the Named objects tab. This lists any items in your fortress that have been made a [[symbol of office]]. These are '''not''' the same as [[Legendary_artifact|artifact]]s, but artifacts may be chosen as a symbol of office. However, it seems that for the purposes of [[stockpile]] settings, any named objects will be stored as if they were artifacts. {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Objects}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_menus&amp;diff=292391</id>
		<title>Template:V50 menus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_menus&amp;diff=292391"/>
		<updated>2023-03-13T18:05:18Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 menus&lt;br /&gt;
| title = [[Menu|Menu Tab]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #cebedf;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group1 = [[Unit list|Creatures]]&lt;br /&gt;
| list1 = [[Unit_list#Citizens_tab|Citizens]] • [[Unit_list#Pets.2FLivestock_tab|Pets/Livestock]] • [[Unit_list#Others_tab|Others]] • [[Unit_list#Dead.2FMissing_tab|Dead/Missing]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[Tasks]]&lt;br /&gt;
| list2 = [[Tasks|Tasks]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[Places]]&lt;br /&gt;
| list3 = [[Zones]] • [[Locations]] • [[Stockpile|Stockpiles]] • [[Workshop|Workshops]] • [[Farming|Farm plots]]&lt;br /&gt;
&lt;br /&gt;
| group4 = [[Labor]]&lt;br /&gt;
| list4 = [[Labor#Work_details|Work details]] • [[Standing orders]] • [[Labor#Kitchen|Kitchen]] • [[Labor#Stone_use|Stone use]]&lt;br /&gt;
&lt;br /&gt;
| group5 = [[Work orders]]&lt;br /&gt;
| list5 = [[Work orders]]&lt;br /&gt;
&lt;br /&gt;
| group6 = [[Noble|Nobles and Administrators]]&lt;br /&gt;
| list6 = [[Noble#Menu|Nobles and Administrators]]&lt;br /&gt;
&lt;br /&gt;
| group7 = [[Objects]]&lt;br /&gt;
| list7 = [[Artifacts]] • [[Symbols (menu)|Symbols]] • [[Named objects]] • [[Book|Written content]]&lt;br /&gt;
&lt;br /&gt;
| group8 = [[Justice]]&lt;br /&gt;
| list8 = [[Open cases]] • [[Closed cases]] • [[Cold cases]] • [[Fortress guard]] • [[Convicts]] • [[Intelligence]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbols&amp;diff=292390</id>
		<title>Symbols</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbols&amp;diff=292390"/>
		<updated>2023-03-13T18:03:55Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: OddballJoe moved page Symbols to Symbols (menu): To direct &amp;quot;symbols&amp;quot; to the disambig page &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Symbols (menu)]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbols_(menu)&amp;diff=292389</id>
		<title>Symbols (menu)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbols_(menu)&amp;diff=292389"/>
		<updated>2023-03-13T18:03:55Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: OddballJoe moved page Symbols to Symbols (menu): To direct &amp;quot;symbols&amp;quot; to the disambig page &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Menu_objects_symbols_v50.07.png|600px|thumb|The symbol menu tab]]&lt;br /&gt;
&lt;br /&gt;
This tab of the Objects menu {{menu icon|O}}, lists all objects in your fortress that have been assigned as a [[symbol of office]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Symbol]] disambiguation&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Symbol}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbol&amp;diff=292388</id>
		<title>Symbol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbol&amp;diff=292388"/>
		<updated>2023-03-13T18:01:44Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Reformat page to match Wikipedia:Wikipedia:Disambiguation style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;br /&gt;
----&lt;br /&gt;
'''Symbol''' may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Custom symbol]], a text description of an image representing your fortress or another group&lt;br /&gt;
&lt;br /&gt;
* [[Symbol of office]], an object equipped by someone holding an administrative or noble position&lt;br /&gt;
&lt;br /&gt;
* [[Symbols]], a tab in the the Objects menu {{menu icon|O}} in Fortress mode.&lt;br /&gt;
* [[Squad symbol]], an image associated with a squad that can be selected via a graphical interface&lt;br /&gt;
* [[Language#language_SYM.txt|Language symbol]]s, used for defining categories of words&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Icon]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squad_symbol&amp;diff=292387</id>
		<title>Squad symbol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squad_symbol&amp;diff=292387"/>
		<updated>2023-03-13T17:54:05Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Redirected page to Squad#Aesthetic customization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Squad#Aesthetic_customization]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Custom_symbol&amp;diff=292386</id>
		<title>Custom symbol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Custom_symbol&amp;diff=292386"/>
		<updated>2023-03-13T17:49:15Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Redirected page to Custom names and symbols#Custom symbols&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Custom names and symbols#Custom_symbols]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:OddballJoe&amp;diff=292384</id>
		<title>User talk:OddballJoe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:OddballJoe&amp;diff=292384"/>
		<updated>2023-03-13T17:33:21Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Vocabulary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Thanks for fixing my edit on the magmawiki page. Sorry for that! :) [[User:Jerimee|Jerimee]] ([[User talk:Jerimee|talk]]) 22:53, 26 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: No problem. I didn't necessarily disagree with your sentiment... but it still helps to be friendly :). --[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 07:03, 27 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vocabulary ==&lt;br /&gt;
&lt;br /&gt;
I saw you wanted [[Language#Vocabulary]] moved in the [[Talk:Language]] discussion, then also noticed it was on your to-do list here. Coincidentally, a few days ago, I also noticed someone had made [[Template:Noun_dictionary]] a collapsible table; so I went ahead and did the same for [[Template:Verb_dictionary]] and [[Template:Adjective_dictionary]]. Just thought I'd drop you a note as I saw it on your to-do list. Full credit to the original noun template editor. (I just checked, it was [[User:Jerimee|Jerimee]]). [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 00:23, 11 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thanks, removed this from my todos. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:33, 13 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:OddballJoe&amp;diff=292383</id>
		<title>User:OddballJoe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:OddballJoe&amp;diff=292383"/>
		<updated>2023-03-13T17:32:57Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Todos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi. I like to automate stuff.&lt;br /&gt;
&lt;br /&gt;
Semi-automated edits performed by [[User:OddballJoeAuto|OddballJoeAuto]].&lt;br /&gt;
&lt;br /&gt;
[[User:OddballJoe/Sandbox|My Sandbox]]&lt;br /&gt;
&lt;br /&gt;
==Wiki health stats==&lt;br /&gt;
{{&lt;br /&gt;
#vardefine: currentVerArticles | &lt;br /&gt;
      {{#expr: {{formatnum:{{NUMBEROFARTICLES}}|R}} &lt;br /&gt;
             - {{formatnum:{{PAGESINCATEGORY:Obsolete}}|R}} &lt;br /&gt;
             - {{formatnum:{{PAGESINCATEGORY:Obsolete features}}|R}}&lt;br /&gt;
      }}&lt;br /&gt;
}}{{&lt;br /&gt;
#vardefine: updatedCurrentVerArticles | &lt;br /&gt;
  {{#expr: &lt;br /&gt;
    {{#var:currentVerArticles}} &lt;br /&gt;
    - {{formatnum:{{PAGESINCATEGORY:Migrated pages needing review}}|R}}&lt;br /&gt;
    - {{formatnum:{{PAGESINCATEGORY:Migrated pages with sections needing review}}|R}}&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
}}[[Special:Statistics]] contains the standard wiki statistics. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Relevant and obsolete page statistics&lt;br /&gt;
|-&lt;br /&gt;
| Up-to-date (reviewed) articles for current DF version || {{formatnum: {{#var: updatedCurrentVerArticles}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Total articles for current DF version (all articles, minus obsolete) || {{formatnum: {{#var:currentVerArticles}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Total articles marked &amp;quot;Current&amp;quot; by the article version template || {{PAGESINCATEGORY:Current}}&lt;br /&gt;
|-&lt;br /&gt;
| [https://dwarffortresswiki.org/index.php/Special:AllPages?hideredirects=1 Total articles] || {{NUMBEROFARTICLES}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Obsolete]] (pages tagged with older versions) || {{PAGESINCATEGORY:Obsolete}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Obsolete features]] || {{PAGESINCATEGORY:Obsolete features}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Utility:Outdated]] || {{PAGESINCATEGORY:Utility:Outdated}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Migrated pages needing review]] || {{PAGESINCATEGORY:Migrated pages needing review}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Migrated pages with sections needing review]] || {{PAGESINCATEGORY:Migrated pages with sections needing review}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Major categories (not comprehensive or necessarily exclusive)&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Creatures]] || {{PAGESINCATEGORY:Creatures}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Animals]] || {{PAGESINCATEGORY:Animals}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Vermin]] || {{PAGESINCATEGORY:Vermin}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Races]] || {{PAGESINCATEGORY:Races}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Skills]] || {{PAGESINCATEGORY:Skills}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:World]] || {{PAGESINCATEGORY:World}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Verify]] || {{PAGESINCATEGORY:Verify}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Humorous pages&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:D for Dwarf]] (any page containing a D for Dwarf section)|| {{PAGESINCATEGORY:D for Dwarf}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Humor_and_stories]] || {{PAGESINCATEGORY:Humor_and_stories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lore]] || {{PAGESINCATEGORY:Lore}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Todos ==&lt;br /&gt;
* {{tl|Unusual plural}} is broken&lt;br /&gt;
* Creature discussion should be moved from [[Dwarf_Fortress_Wiki_talk:Versions]] to [[Talk:Creature]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Alpacalypse&amp;diff=292182</id>
		<title>User talk:Alpacalypse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Alpacalypse&amp;diff=292182"/>
		<updated>2023-03-09T19:03:43Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Don't delete talk page discussions, please */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Don't delete talk page discussions, please ==&lt;br /&gt;
&lt;br /&gt;
As you suspected, [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk%3AVersions&amp;amp;type=revision&amp;amp;diff=292148&amp;amp;oldid=292138 this edit] is not very good form. Talk pages are like a forum; if there's a misunderstanding, clarify it and move on. There's no need to clean up past discussions and deleting other people's comments is generally frowned upon. See [https://en.wikipedia.org/wiki/Wikipedia:Talk_page_guidelines here] for general talk page ettiquette. The comment you replaced the discussion with is also a bit unclear now; if you think there's an issue with the version template, it's better to demonstrate how to reproduce the bug so that someone can try to fix it. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:03, 9 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Symbol&amp;diff=292139</id>
		<title>Talk:Symbol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Symbol&amp;diff=292139"/>
		<updated>2023-03-08T23:05:19Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Asking for help with image layout. I can't seem to get thumbnails to display below section text with a new line for the next section/text below it. In the current version, you can see the compromises ended up making, in either using an image without the &amp;quot;thumb&amp;quot; tag to display it below the related text, or using a thumb but getting some pretty ugly layout gaps/oddities. As each image directly relates to a section's explanation, it makes sense to have them aligned below (or above) the related text. The [[Screenshot#Advanced_layout|screenshots]] page says this is possible, but even using &amp;lt;'br/'&amp;gt;s as I saw on that page, didn't seem to work. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:51, 7 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Notes for editors:&lt;br /&gt;
#I decided to go with the singular &amp;quot;Symbol&amp;quot; page name, rather than &amp;quot;Symbols&amp;quot; as currently this page covers many uses of the term, not just &amp;quot;Symbols&amp;quot; as displayed in the Fortress Mode menus.&lt;br /&gt;
#I left in more verify tags than I would have liked, sorry about this. It was getting very time-consuming and convoluted, looking up the information for what little the page covers regarding this subject, which seems to have had little to no previous documentation.&lt;br /&gt;
#The image layout is a bit of a mess (see above), I had to give up after beating my head against a brick wall for too long in trying to get it WAI.&lt;br /&gt;
#There are some red links, but they are all for things I plan on creating pages for in the near future. (though don’t let me stop you)&lt;br /&gt;
#Considering how many different features of dwarf fortress &amp;quot;symbol/symbols&amp;quot; could be referring to, and the fact that it was previously undocumented on the wiki, I decided to put it all on one page for now. For wildly different uses of the term (squad symbol and language?) maybe there is an argument, for future edits, either adding those to related page sections or creating a new page. (or making this a disambiguation page linking to new pages for each symbol &amp;quot;category&amp;quot;.)&lt;br /&gt;
# The terminology can be very clunky and confusing, due to all the different meaning of the word 'symbol', I suggest editing with this in mind and trying to naturally reach standardised terminology. For instance, &amp;quot;a symbol of and administrative or noble position&amp;quot; is obviously less than ideal, but without all those words it could be unclear what context 'symbol' is being used in. For this example, I have been trying to use &amp;quot;symbol of office&amp;quot; after the previous term has already been used in this context in an article (much more concise and still distinct from other 'symbol' terminology).&lt;br /&gt;
(These notes were accurate as of the following signature timestamp.) [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 19:28, 8 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: This page is hard to follow at the moment. When we have a name that means many things, the first thing a reader sees should be a clear disambiguation (or &amp;quot;For X, see Y&amp;quot; notes). I recommend replacing this page with a disambiguation page like [[icon]]. My suggestion would be the following list:&lt;br /&gt;
:* &amp;quot;Custom fortress/group symbol&amp;quot;, which can reasonably link to a subsection in [[Fortress name]] (perhaps renamed to Fortress Name and Symbol), or a standalone stub&lt;br /&gt;
:* &amp;quot;Symbol of office&amp;quot; (standalone article)&lt;br /&gt;
:* &amp;quot;Language symbol&amp;quot; (link Language_SYM.txt, and move the descriptive text about language symbols there)&lt;br /&gt;
:* &amp;quot;Squad symbol&amp;quot; (move info to subsection of [[Squad]])&lt;br /&gt;
&lt;br /&gt;
:Each item in the list should have a one-line summary of what it is. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 23:04, 8 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Places&amp;diff=291999</id>
		<title>DF2014:Places</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Places&amp;diff=291999"/>
		<updated>2023-03-06T09:50:18Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Redirected page to DF2014:Building list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Building list]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Skill_Box&amp;diff=291860</id>
		<title>Template talk:Skill Box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Skill_Box&amp;diff=291860"/>
		<updated>2023-02-28T19:59:30Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this tpl supposed to right align? [[User:Jerimee|Jerimee]] ([[User talk:Jerimee|talk]]) 22:57, 26 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The template is used inline with text, so probably not? If you're not aware, you can use the &amp;quot;What links here&amp;quot; page to see where a template is used. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:59, 28 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Item&amp;diff=291859</id>
		<title>Template talk:Item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Item&amp;diff=291859"/>
		<updated>2023-02-28T19:53:17Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* template in use? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== template in use? ==&lt;br /&gt;
&lt;br /&gt;
Doesn't seem to be many pages that use this template? [[User:Jerimee|Jerimee]] ([[User talk:Jerimee|talk]]) 23:20, 26 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: So... what's your question? There's nothing stopping you from adding this template to pages if you think it's useful. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:53, 28 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/List&amp;diff=291328</id>
		<title>Release information/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/List&amp;diff=291328"/>
		<updated>2023-02-21T19:28:57Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: No need for &amp;quot;notes&amp;quot; link since the version infobox links to the version anyway&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes link|50.01|compat=no}}&lt;br /&gt;
{{release notes link|50.02}}&lt;br /&gt;
{{release notes link|50.03}}&lt;br /&gt;
{{release notes link|50.04}}&lt;br /&gt;
{{release notes link|50.05}}&lt;br /&gt;
{{release notes link|50.06}}&lt;br /&gt;
{{release notes link|50.07}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Release_information&amp;diff=291327</id>
		<title>v0.34:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Release_information&amp;diff=291327"/>
		<updated>2023-02-21T19:28:16Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
This version, '''DF 0.34.01''', was released on '''February 14, 2012'''. The last version was '''v0.34.11''', released on '''June 4, 2012'''.&lt;br /&gt;
This page lists the changes in version 0.34.01 of Dwarf Fortress. &lt;br /&gt;
&lt;br /&gt;
As with all major releases, version 0.34.01 broke save compatibility with old versions. Due to a major save corruption bug, version 0.34.02 broke compatibility with 0.34.01.&lt;br /&gt;
&lt;br /&gt;
== Release Notes ==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* cities in adventure mode that have various buildings, dungeons, items, livestock, etc.&lt;br /&gt;
* protect your community from secret vampire dwarves or hunt them as an adventurer&lt;br /&gt;
* defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer&lt;br /&gt;
* face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer&lt;br /&gt;
* evil regions where the dead and pieces of the dead can come alive, with evil mists and rain&lt;br /&gt;
* tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!&lt;br /&gt;
* revamped justice/witness/death notification system in dwarf mode&lt;br /&gt;
* immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one&lt;br /&gt;
* dropped items/bodies tracked between plays in the wilderness anywhere in the world&lt;br /&gt;
* more battlefield information tracked/war dead raisable in world gen&lt;br /&gt;
* all sponsorship animals and their giant/man versions are in the game now&lt;br /&gt;
* various new abilities for creatures (see file_changes.txt for list and syntax)&lt;br /&gt;
* adventurers can use creature abilities/learned powers and they can be tested from the arena&lt;br /&gt;
* new site travel map to make navigating towns easier&lt;br /&gt;
* reading/swimming/observer (for traps) relevant in adv mode now&lt;br /&gt;
* established historical figures can lead bandits&lt;br /&gt;
* rivers block movement in adv mode travel&lt;br /&gt;
* eating/drinking required in adv mode&lt;br /&gt;
* ingested syndromes are now possible&lt;br /&gt;
* ability to make campfire (from {{k|g}}) and warm items at campfire/fire/magma (from {{k|I}}) in adv mode&lt;br /&gt;
* traps work in adv mode, once spotted they can be ignored&lt;br /&gt;
* gems now have different cuts&lt;br /&gt;
* [[Necromancer]]s can write books about various topics (all books are in their towers as it stands)&lt;br /&gt;
* moon phase indicator in fort&lt;br /&gt;
* alphanumeric world gen seeds and some more world gen params (see file_changes.txt)&lt;br /&gt;
* the legends xml has a lot of new info for historical figures&lt;br /&gt;
&lt;br /&gt;
=== Major bug fixes ===&lt;br /&gt;
* buffer overload from aborted world gen fixed&lt;br /&gt;
* fixed cave-in-on-embark issue with hidden underground structure, and a few others&lt;br /&gt;
&lt;br /&gt;
=== Other bug fixes/tweaks ===&lt;br /&gt;
* designations over z levels all at once now possible&lt;br /&gt;
* unit screen divided into four sections&lt;br /&gt;
* rivers/pools have ramps now&lt;br /&gt;
* able to trade portions of stacks in both modes&lt;br /&gt;
* messed with adv mode currency trading and made items teleport to you&lt;br /&gt;
* tweaked how fire damage works&lt;br /&gt;
* made vision work through floor grates and bars properly&lt;br /&gt;
* fixed some road/bridge problems&lt;br /&gt;
* crystal glass items possible again&lt;br /&gt;
* tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)&lt;br /&gt;
* skeletons/zombies replaced by animation effect&lt;br /&gt;
* demons masquerading as gods will try a little harder&lt;br /&gt;
* restricted mandates so they'll be more reasonable&lt;br /&gt;
* stopped blank map from being exported when you back out of detailed map export&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to [[Known bugs and issues]].  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official v0.34 bug tracker]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Release_information&amp;diff=291326</id>
		<title>v0.34:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Release_information&amp;diff=291326"/>
		<updated>2023-02-21T19:27:57Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: latest-&amp;gt;last&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
This version, '''DF 0.34.01''', was released on '''February 14, 2012'''. The last version is '''v0.34.11''', released on '''June 4, 2012'''.&lt;br /&gt;
This page lists the changes in version 0.34.01 of Dwarf Fortress. &lt;br /&gt;
&lt;br /&gt;
As with all major releases, version 0.34.01 broke save compatibility with old versions. Due to a major save corruption bug, version 0.34.02 broke compatibility with 0.34.01.&lt;br /&gt;
&lt;br /&gt;
== Release Notes ==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* cities in adventure mode that have various buildings, dungeons, items, livestock, etc.&lt;br /&gt;
* protect your community from secret vampire dwarves or hunt them as an adventurer&lt;br /&gt;
* defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer&lt;br /&gt;
* face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer&lt;br /&gt;
* evil regions where the dead and pieces of the dead can come alive, with evil mists and rain&lt;br /&gt;
* tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!&lt;br /&gt;
* revamped justice/witness/death notification system in dwarf mode&lt;br /&gt;
* immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one&lt;br /&gt;
* dropped items/bodies tracked between plays in the wilderness anywhere in the world&lt;br /&gt;
* more battlefield information tracked/war dead raisable in world gen&lt;br /&gt;
* all sponsorship animals and their giant/man versions are in the game now&lt;br /&gt;
* various new abilities for creatures (see file_changes.txt for list and syntax)&lt;br /&gt;
* adventurers can use creature abilities/learned powers and they can be tested from the arena&lt;br /&gt;
* new site travel map to make navigating towns easier&lt;br /&gt;
* reading/swimming/observer (for traps) relevant in adv mode now&lt;br /&gt;
* established historical figures can lead bandits&lt;br /&gt;
* rivers block movement in adv mode travel&lt;br /&gt;
* eating/drinking required in adv mode&lt;br /&gt;
* ingested syndromes are now possible&lt;br /&gt;
* ability to make campfire (from {{k|g}}) and warm items at campfire/fire/magma (from {{k|I}}) in adv mode&lt;br /&gt;
* traps work in adv mode, once spotted they can be ignored&lt;br /&gt;
* gems now have different cuts&lt;br /&gt;
* [[Necromancer]]s can write books about various topics (all books are in their towers as it stands)&lt;br /&gt;
* moon phase indicator in fort&lt;br /&gt;
* alphanumeric world gen seeds and some more world gen params (see file_changes.txt)&lt;br /&gt;
* the legends xml has a lot of new info for historical figures&lt;br /&gt;
&lt;br /&gt;
=== Major bug fixes ===&lt;br /&gt;
* buffer overload from aborted world gen fixed&lt;br /&gt;
* fixed cave-in-on-embark issue with hidden underground structure, and a few others&lt;br /&gt;
&lt;br /&gt;
=== Other bug fixes/tweaks ===&lt;br /&gt;
* designations over z levels all at once now possible&lt;br /&gt;
* unit screen divided into four sections&lt;br /&gt;
* rivers/pools have ramps now&lt;br /&gt;
* able to trade portions of stacks in both modes&lt;br /&gt;
* messed with adv mode currency trading and made items teleport to you&lt;br /&gt;
* tweaked how fire damage works&lt;br /&gt;
* made vision work through floor grates and bars properly&lt;br /&gt;
* fixed some road/bridge problems&lt;br /&gt;
* crystal glass items possible again&lt;br /&gt;
* tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)&lt;br /&gt;
* skeletons/zombies replaced by animation effect&lt;br /&gt;
* demons masquerading as gods will try a little harder&lt;br /&gt;
* restricted mandates so they'll be more reasonable&lt;br /&gt;
* stopped blank map from being exported when you back out of detailed map export&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to [[Known bugs and issues]].  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official v0.34 bug tracker]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Release_information/List&amp;diff=291325</id>
		<title>DF2014:Release information/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Release_information/List&amp;diff=291325"/>
		<updated>2023-02-21T19:27:05Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: No need for &amp;quot;notes&amp;quot; link since the version infobox links to the version anyway&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes link|0.40.01|compat=no}}&lt;br /&gt;
{{release notes link|0.40.02|compat=no}}&lt;br /&gt;
{{release notes link|0.40.03|compat=no}}&lt;br /&gt;
{{release notes link|0.40.04}}&lt;br /&gt;
{{release notes link|0.40.05}}&lt;br /&gt;
{{release notes link|0.40.06}}&lt;br /&gt;
{{release notes link|0.40.07}}&lt;br /&gt;
{{release notes link|0.40.08}}&lt;br /&gt;
{{release notes link|0.40.09}}&lt;br /&gt;
{{release notes link|0.40.10}}&lt;br /&gt;
{{release notes link|0.40.11}}&lt;br /&gt;
{{release notes link|0.40.12}}&lt;br /&gt;
{{release notes link|0.40.13}}&lt;br /&gt;
{{release notes link|0.40.14}}&lt;br /&gt;
{{release notes link|0.40.15}}&lt;br /&gt;
{{release notes link|0.40.16}}&lt;br /&gt;
{{release notes link|0.40.17}}&lt;br /&gt;
{{release notes link|0.40.18}}&lt;br /&gt;
{{release notes link|0.40.19}}&lt;br /&gt;
{{release notes link|0.40.20}}&lt;br /&gt;
{{release notes link|0.40.21}}&lt;br /&gt;
{{release notes link|0.40.22}}&lt;br /&gt;
{{release notes link|0.40.23}}&lt;br /&gt;
{{release notes link|0.40.24}}&lt;br /&gt;
{{release notes link|0.42.01}}&lt;br /&gt;
{{release notes link|0.42.02}}&lt;br /&gt;
{{release notes link|0.42.03}}&lt;br /&gt;
{{release notes link|0.42.04}}&lt;br /&gt;
{{release notes link|0.42.05}}&lt;br /&gt;
{{release notes link|0.42.06}}&lt;br /&gt;
{{release notes link|0.43.01}}&lt;br /&gt;
{{release notes link|0.43.02}}&lt;br /&gt;
{{release notes link|0.43.03}}&lt;br /&gt;
{{release notes link|0.43.04}}&lt;br /&gt;
{{release notes link|0.43.05}}&lt;br /&gt;
{{release notes link|0.44.01}}&lt;br /&gt;
{{release notes link|0.44.02}}&lt;br /&gt;
{{release notes link|0.44.03}}&lt;br /&gt;
{{release notes link|0.44.04}}&lt;br /&gt;
{{release notes link|0.44.05}}&lt;br /&gt;
{{release notes link|0.44.06}}&lt;br /&gt;
{{release notes link|0.44.07}}&lt;br /&gt;
{{release notes link|0.44.08}}&lt;br /&gt;
{{release notes link|0.44.09}}&lt;br /&gt;
{{release notes link|0.44.10}}&lt;br /&gt;
{{release notes link|0.44.11}}&lt;br /&gt;
{{release notes link|0.44.12}}&lt;br /&gt;
{{release notes link|0.47.01}}&lt;br /&gt;
{{release notes link|0.47.02}}&lt;br /&gt;
{{release notes link|0.47.03}}&lt;br /&gt;
{{release notes link|0.47.04}}&lt;br /&gt;
{{release notes link|0.47.05}}&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Move_DF2014_talk_pages_to_Main&amp;diff=291324</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Move DF2014 talk pages to Main</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Move_DF2014_talk_pages_to_Main&amp;diff=291324"/>
		<updated>2023-02-21T19:25:12Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal: for any Main article that doesn't have a talk page: move the talk page at DF2014 Talk to Talk and blank the old talk page. This can be done as an automated bulk action.&lt;br /&gt;
[https://discord.com/channels/793331351645323264/873014705327857694/1073322438487703644 Discord thread]&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
* Years-old discussion from DF2014 may still be relevant today, or have useful links/tips for current editors. I always check the DF2014 talk page before making a new topic.&lt;br /&gt;
* Continuing old discussions requires adding to the DF2014 talk page or moving the conversation to the new talk page&lt;br /&gt;
* Creates talk pages for most Main articles, meaning new editors can add comments without being autoconfirmed&lt;br /&gt;
* Makes it less intimidating for new editors to leave comments when there's already pre-existing discussion&lt;br /&gt;
* Makes the wiki feel more active; empty/noncreated talk pages makes the place seem abandoned&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
* Most of the discussions on DF2014 are probably outdated. Some of them may have only been relevant to the 0.47 versions of the game.&lt;br /&gt;
&lt;br /&gt;
—[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:17, 21 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A related thought: tons of DF players use this wiki, but few edit it. When editing the wiki is suggested in discord conversations, the response is usually, &amp;quot;I don't want to edit it because I'm not confident in my info&amp;quot;. It'd be good to try to find ways of encouraging people to point out issues in the wiki even if they aren't sure about it, and having welcoming/populated talk pages would help with that. I don't know if there's any google-docs-like comment extensions that could make providing feedback have an even lower barrier of entry. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:24, 21 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=291323</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=291323"/>
		<updated>2023-02-21T19:18:47Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: /* Current Discussions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for listing various wiki-related discussions.  In this sense you can get involved in any of the major initiatives on the wiki and find information on how a particular consensus was reached.  If there is a discussion that you'd like to be viewed by more users feel free to list it here.&lt;br /&gt;
&lt;br /&gt;
Items will be occasionally removed from this list to ensure its usability and relevance.  To discuss centralized discussion itself or this article please use the [[Dwarf Fortress Wiki talk:Centralized Discussion|talk page]].&lt;br /&gt;
&lt;br /&gt;
Wiki-related issues can be reported on [http://github.com/df-wiki/df-wiki/issues GitHub] or at [[DF:Error reports]].&lt;br /&gt;
&lt;br /&gt;
:''To view changes to the below discussions click [https://dwarffortresswiki.org/index.php/Special:RecentChangesLinked/Dwarf_Fortress_Wiki:Centralized_Discussion here].''&lt;br /&gt;
&lt;br /&gt;
== Starting a new discussion ==&lt;br /&gt;
* If the discussion relates to a specific article, start a discussion on its talk page (the &amp;quot;discussion&amp;quot; tab at the top of the page). If it does not exist and you are unable to create it, feel free to [[DF:PR|request it]].&lt;br /&gt;
* If the discussion relates to a specific policy, start it on the relevant talk page and link to it below (under &amp;quot;Current Discussions&amp;quot;)&lt;br /&gt;
* If the discussion relates to the wiki in general (a request for comment, suggestion, etc.) or a large group of pages, create a subpage of this page (e.g. &amp;lt;code&amp;gt;[[DF:Centralized Discussion/DISCUSSION_NAME_HERE]]&amp;lt;/code&amp;gt;) and link to it below. &lt;br /&gt;
&lt;br /&gt;
== Current Discussions == &lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;!-- ADD NEW DISCUSSIONS BELOW THIS LINE --&amp;gt;&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized Discussion/Move DF2014 talk pages to Main|Move DF2014 talk pages to Main]]: Proposal to move old talk pages to primary namespace&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Manual_of_Style#DF_community_vernacular_.28fun.29:_clarity_of_use.3F|Vernacular (fun)]]: Clarity of use for community vernacular, specifically 'fun'; could be misleading to new players?&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Pageviews|Pageviews]]: request for pageview extension&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Versions#v50_specific_issues|v50-specific wiki issues]]: ongoing efforts to update the wiki for v50&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Versions#v50_migration|v50 wiki migration]]: technical details and known remaining issues about the now-completed migration process&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Versions#v50_organization|v50 wiki organization]]: proposal for new namespace scheme for DF v50&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Screenshots|Premium &amp;amp; Classic screenshots]]: which to use/add?&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/SkillsLaborProfessions|Skills Labor and Professions]] terminology.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Quality#Rating_tab_not_working_anymore.3F|Rate tab]] - Rating system not working&lt;br /&gt;
*[[Talk:Building_list|Building list]] - Transform it to &amp;quot;Places&amp;quot; or delete it?&lt;br /&gt;
&amp;lt;!-- DO NOT ADD ANYTHING BELOW THIS LINE --&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Discussion format:&lt;br /&gt;
* [[/NAME OF SUBPAGE/]]: DESCRIPTION&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Old Discussions ==&lt;br /&gt;
:''These have all been inactive for &amp;gt;1 month.  But feel free to comment on them if you have something to add, then move the line to current discussions above.''&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Your edit was saved|Your edit was saved]] - Possible wiki bug, spurious &amp;quot;Your edit was saved&amp;quot; messages&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Animal_Raws_for_Animal_Men| Animal Raws for Animal Men]] - Discussing adding the Raws of the respective creatures to their Animal Man counterparts&lt;br /&gt;
* [[/Announcements/]]: To discuss possible implementations and locations of wiki-related announcements&lt;br /&gt;
* [[/Translating the wiki/]]: To discuss the possibility of setting up a translation system on the wiki&lt;br /&gt;
*[[/0.42-micro-template/]] - When and how to mark minor 0.42-specific content when the full banner is not practical for formatting reasons.&lt;br /&gt;
*[[/Template for DFHack/]] - There should be a specific template for wiki sections involving DFHack, distinct from the one used for mods.&lt;br /&gt;
*[[/Feedback reporter/]]: To discuss the implementation of a new feedback reporting tool.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Centralized Discussion|Centralized Discussion]] - To discuss this page and the general concept of Centralized discussion.&lt;br /&gt;
*[[Masterwork talk:Community portal]] - To discuss editing guidelines specific to the new Masterwork wiki.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Spambot attacks|Spambot attacks]] - Discussion of the recent (1/29/2011) spambot attacks.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Redundancy|Redundancy]] - Articles should repeat tabled info as text.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Article Consolidation|Article Consolidation]] - Are there too many articles forever destined to be stubs? (Ores/Stones/Gems) that can be replaced by tables?&lt;br /&gt;
*[[Dwarf Fortress Wiki:Real World Information|Real World Information]] - Discussing the place of real world information in wiki articles.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Quality|Quality labels]] - Place to discuss the Quality label, as well as the process of labeling articles.&lt;br /&gt;
*[[Talk:Main_Page|Main Page]] - To discuss the layout of the main page, and the purpose of the main page talk for discussion.\&lt;br /&gt;
*[[Dwarf Fortress Wiki:Improvement_Drive|Improvement Drive]] ([[Dwarf_Fortress_Wiki talk:Improvement_Drive|Talk]]) - Wiki improvement drive&lt;br /&gt;
*[[Dwarf_Fortress_Wiki talk:Versions|Wiki Versioning process]] - Archived (as of 4/20) discussion about how to proceed with article versioning for the DF 03.31 (DF2010) upgrade.  Project page describes how it was done and how articles are organized to support multiple different game versions.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Community Portal|Community Portal]] - General discussion area, also to discuss the community portal page itself.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Current events|Current events]] - '''old'''&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Announcements|Announcements]] - About the [[Dwarf Fortress Wiki:Announcements|Announcements]] box at the top of every page.&lt;br /&gt;
&lt;br /&gt;
=== Administration ===&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Manual of Style|Manual of style (talk)]] - A general discussion about article style, including subtopics such as spelling (English/UK), the place for humor, page layout, image use, and &amp;quot;vanity articles&amp;quot;.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Deletion_Policy|Deletion Policy (talk)]] - To discuss the [[Dwarf_Fortress_Wiki:Deletion_Policy|Deletion Policy]].&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Magmawiki|Magmawiki]] - Discussion about the on-going magmawiki project, which aims to replace mediawiki for this wiki's software.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Request for Adminship|Request for Adminship]] - Discussions on granting Adminship to specific users &lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Request for Adminship|Request for Adminship (talk)]] - Discussions on the Adminship-granting process&lt;br /&gt;
*[[Dwarf Fortress Wiki:Block policy|Block Policy]] - The not yet created policy for blocking users.&lt;br /&gt;
&lt;br /&gt;
=== Article specific ===&lt;br /&gt;
*[[DF2012 Talk:Map legend]] &amp;amp;mdash; The map legend should cover what different ''background'' colors mean, not just foreground colors&lt;br /&gt;
*[[v0.31 Talk:How to correctly start fortress mode]]&lt;br /&gt;
*[[DF2012 Talk:Children]] &amp;amp;mdash; This page should be moved to [[DF2012:Child]] (first, that page needs to be vacated).&lt;br /&gt;
*[[DF2012 Talk:Bridge]] &amp;amp;mdash; Suggestion to remove or relocate to [[DF2012:Trap design]] a large section of the Bridge page, and replace with &amp;quot;See also&amp;quot;s.&lt;br /&gt;
==== Completed ====&lt;br /&gt;
*[[DF2012 Talk:Arena]] &amp;amp;mdash; This page should be moved to [[DF2012:Object testing arena]].&lt;br /&gt;
*[[Category talk:DF2012:Hermaphrodite]] &amp;amp;mdash; This category should be moved to &amp;quot;sexless&amp;quot; or &amp;quot;genderless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Move_DF2014_talk_pages_to_Main&amp;diff=291321</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Move DF2014 talk pages to Main</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Move_DF2014_talk_pages_to_Main&amp;diff=291321"/>
		<updated>2023-02-21T19:17:39Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Created page with &amp;quot;Proposal: for any Main article that doesn't have a talk page: move the talk page at DF2014 Talk to Talk and blank the old talk page. This can be done as an automated bulk acti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal: for any Main article that doesn't have a talk page: move the talk page at DF2014 Talk to Talk and blank the old talk page. This can be done as an automated bulk action.&lt;br /&gt;
[https://discord.com/channels/793331351645323264/873014705327857694/1073322438487703644 Discord thread]&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
* Years-old discussion from DF2014 may still be relevant today, or have useful links/tips for current editors. I always check the DF2014 talk page before making a new topic.&lt;br /&gt;
* Continuing old discussions requires adding to the DF2014 talk page or moving the conversation to the new talk page&lt;br /&gt;
* Creates talk pages for most Main articles, meaning new editors can add comments without being autoconfirmed&lt;br /&gt;
* Makes it less intimidating for new editors to leave comments when there's already pre-existing discussion&lt;br /&gt;
* Makes the wiki feel more active; empty/noncreated talk pages makes the place seem abandoned&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
* Most of the discussions on DF2014 are probably outdated. Some of them may have only been relevant to the 0.47 versions of the game.&lt;br /&gt;
&lt;br /&gt;
—[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:17, 21 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:OddballJoe/Sandbox/CreatureCurrentHead&amp;diff=291116</id>
		<title>User:OddballJoe/Sandbox/CreatureCurrentHead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:OddballJoe/Sandbox/CreatureCurrentHead&amp;diff=291116"/>
		<updated>2023-02-18T20:19:40Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; !class=&amp;quot;unsortable&amp;quot;|Graphic !class=&amp;quot;unsortable&amp;quot;|Tile !Name !Playable !Hostile !Food Source !Adult Body Size !Pet Valu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Graphic&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Tile&lt;br /&gt;
!Name&lt;br /&gt;
!Playable&lt;br /&gt;
!Hostile&lt;br /&gt;
!Food Source&lt;br /&gt;
!Adult Body Size&lt;br /&gt;
!Pet Value (×)&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
!Features&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/SkillsLaborProfessions&amp;diff=290996</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/SkillsLaborProfessions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/SkillsLaborProfessions&amp;diff=290996"/>
		<updated>2023-02-16T19:28:25Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am a little confused about the use of some terms on the wiki. &lt;br /&gt;
&lt;br /&gt;
(A) The [[:Category:DF2014:Skills|Skill articles]] utilize an infobox with terms 'Labor', 'Job Title', and 'Profession'.&lt;br /&gt;
&lt;br /&gt;
* With 'Job title' referring to the in-game 'profession' name. Regarded as profession title in [[profession]]-&amp;gt;[[labor]] entry, which make the point of distinguishing it from Jobs.&lt;br /&gt;
* while 'Profession' refer to the in-game color coding. Regarded as professional category in [[Skill#Professions]].&lt;br /&gt;
: This is a bit confusing, maybe a (1) different terminology should be employed in the infobox, or (2) a tooptip or link to relevant article should be added to the infobox. (3) possibly try for a clearer explanation of the basic terminology in [[labor]].&lt;br /&gt;
&lt;br /&gt;
(B) The lead of Skill articles is all over the place. Some articles focus on:&lt;br /&gt;
&lt;br /&gt;
* the skill - &amp;quot;Miner is the skill&amp;quot;, &amp;quot;The bowyer skill is used to&amp;quot;..&lt;br /&gt;
:Others focus on:&lt;br /&gt;
* the 'Job title' - &amp;quot;A Cook is a dwarf whose highest skill is in cooking.&amp;quot;&lt;br /&gt;
* the 'Job title' using the term 'profession' - &amp;quot;A gem cutter is the profession of a dwarf whose&amp;quot;&lt;br /&gt;
* the person doing the associated labor e.g. [[Brewer]]: &amp;quot;Brewers brew ..&amp;quot; &amp;quot;Butchers do the dirty job of killing..&amp;quot;&lt;br /&gt;
:Some use all the above but doesn't link to [[mining]] labor nor explain what associated profession is.&lt;br /&gt;
* [[Miner]] is the skill associated with both the mining labor and its associated profession. &lt;br /&gt;
&lt;br /&gt;
:I think it might be best to (4) improve interlinking of all relevant article, making the treasure trove of information on the wiki more accessible, (5) figure out a more consistent lead based on input from experienced users here. &lt;br /&gt;
&lt;br /&gt;
Any thougts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:42, 19 December 2021 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
: ''Only comment from a year ago, but in current discussions, so'': I noticed some of the inconsistencies too. Seems to me that these categories could definitely do with some style/editing guidelines. It is understandable why it is easy to confuse/mix up the various references to these concepts. I suppose there needs to be some sort of consensus on what those guidelines should be. IMO, conformity of style seems quite valuable to something like this. Without a clear pattern of application of terms, it is needlessly confusing. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 21:02, 11 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I made some edits to {{tl|Skill}} and {{tl|v50 skill}} to make the skill/labor/profession/job title distinction clear. Tbh I think the infobox is now clear enough that it's not a big problem that some articles reference the skill in the lede and some reference the job title, when the two are the same. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 16 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_skill&amp;diff=290995</id>
		<title>Template:V50 skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_skill&amp;diff=290995"/>
		<updated>2023-02-16T19:26:57Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Add links and clarification for skill/profession/job title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''[[Skill]]: {{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Sprite(s)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&amp;lt;div id=&amp;quot;skill_dwarf_icon&amp;quot; style=&amp;quot;margin-left: {{{graphicmargin|42%}}}; padding-top: 4px; padding-bottom: 4px;&amp;quot;&amp;gt;{{{graphic|&amp;lt;span style=&amp;quot;text-align: center; margin-left:63px; padding: 0.1em 0.25em; font-size:90%; color: #bbb;&amp;quot;&amp;gt;''Sprite(s) not found.''&amp;lt;/span&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{fgcolor|{{{color|5:1}}}}}; border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Profession]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|23a||&lt;br /&gt;
{{!-}}&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; {{!}} {{Tooltip|Job Title|The title displayed after the dwarf's name when this is their best skill. If they have multiple developed skills within the same profession, the profession will be displayed instead.}}&lt;br /&gt;
{{!}} style=&amp;quot;padding: 0.1em 0.25em&amp;quot; {{!}} {{{specialty|{{{skill|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Labor]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{workshop|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#switch:{{NAMESPACE}}|23a=|40d=|#default=&lt;br /&gt;
{{!-}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} [[Attributes]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{attributes|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
}}&lt;br /&gt;
|}{{Category|Skills}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 7:0&lt;br /&gt;
| graphic    = [[File:miner_sprite_icon.png]] [[File:woodcutter_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 82px&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Infobox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skill&amp;diff=290994</id>
		<title>Template:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skill&amp;diff=290994"/>
		<updated>2023-02-16T19:21:47Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: Add links and clarification for skill/profession/job title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''[[Skill]]: {{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{fgcolor|{{{color|5:1}}}}}; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Profession]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|23a||&lt;br /&gt;
{{!-}}&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; {{!}} {{Tooltip|Job Title|The title displayed after the dwarf's name when this is their best skill. If they have multiple developed skills within the same profession, the profession will be displayed instead.}}&lt;br /&gt;
{{!}} style=&amp;quot;padding: 0.1em 0.25em&amp;quot; {{!}} {{{specialty|{{{skill|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Labor]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{workshop|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#switch:{{NAMESPACE}}|23a=|40d=|#default=&lt;br /&gt;
{{!-}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} [[Attributes]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{attributes|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
}}&lt;br /&gt;
|}{{Category|Skills}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Infobox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290993</id>
		<title>Template:Skill/sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290993"/>
		<updated>2023-02-16T19:19:16Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''[[Skill]]: {{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{fgcolor|{{{color|5:1}}}}}; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Profession]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|23a||&lt;br /&gt;
{{!-}}&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; {{!}} {{Tooltip|Job Title|The title displayed after the dwarf's name when this is their best skill. If they have multiple developed skills within the same profession, the profession will be displayed instead.}}&lt;br /&gt;
{{!}} style=&amp;quot;padding: 0.1em 0.25em&amp;quot; {{!}} {{{specialty|{{{skill|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Labor]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{workshop|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#switch:{{NAMESPACE}}|23a=|40d=|#default=&lt;br /&gt;
{{!-}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} [[Attributes]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{attributes|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
}}&lt;br /&gt;
|}{{Category|Skills}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Skill/sandbox&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Infobox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290992</id>
		<title>Template:Skill/sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290992"/>
		<updated>2023-02-16T19:17:46Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''[[Skill]]: {{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{fgcolor|{{{color|5:1}}}}}; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Profession]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|23a||&lt;br /&gt;
{{!-}}&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; {{!}} {{Tooltip|Job Title|The title displayed after the dwarf's name, if they are not broadly-skilled enough to have the profession title.}}&lt;br /&gt;
{{!}} style=&amp;quot;padding: 0.1em 0.25em&amp;quot; {{!}} {{{specialty|{{{skill|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Labor]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{workshop|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#switch:{{NAMESPACE}}|23a=|40d=|#default=&lt;br /&gt;
{{!-}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} [[Attributes]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{attributes|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
}}&lt;br /&gt;
|}{{Category|Skills}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Skill/sandbox&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Infobox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290991</id>
		<title>Template:Skill/sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290991"/>
		<updated>2023-02-16T19:17:35Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''[[Skill]]: {{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{fgcolor|{{{color|5:1}}}}}; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Profession]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|23a||&lt;br /&gt;
{{!-}}&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; {{!}} {{Tooltip|Job Title|The title displayed after the dwarf's name, if they are not broadly-skilled enough to have the profession title.&lt;br /&gt;
{{!}} style=&amp;quot;padding: 0.1em 0.25em&amp;quot; {{!}} {{{specialty|{{{skill|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Labor]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{workshop|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#switch:{{NAMESPACE}}|23a=|40d=|#default=&lt;br /&gt;
{{!-}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} [[Attributes]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{attributes|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
}}&lt;br /&gt;
|}{{Category|Skills}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Skill/sandbox&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Infobox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290990</id>
		<title>Template:Skill/sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290990"/>
		<updated>2023-02-16T19:13:37Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''[[Skill]]: {{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{fgcolor|{{{color|5:1}}}}}; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Profession]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|23a||&lt;br /&gt;
{{!-}}&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; {{!}} Job Title&lt;br /&gt;
{{!}} style=&amp;quot;padding: 0.1em 0.25em&amp;quot; {{!}} {{{specialty|{{{skill|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Labor]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{workshop|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#switch:{{NAMESPACE}}|23a=|40d=|#default=&lt;br /&gt;
{{!-}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} [[Attributes]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{attributes|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
}}&lt;br /&gt;
|}{{Category|Skills}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Skill/sandbox&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Infobox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290989</id>
		<title>Template:Skill/sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skill/sandbox&amp;diff=290989"/>
		<updated>2023-02-16T19:13:03Z</updated>

		<summary type="html">&lt;p&gt;OddballJoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''[[Skill]]: {{{skill|Skill}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Association&lt;br /&gt;
| style='width: 0.5em; background: {{fgcolor|{{{color|5:1}}}}}; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Profession&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{profession|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|23a||&lt;br /&gt;
{{!-}}&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; {{!}} Job Title&lt;br /&gt;
{{!}} style=&amp;quot;padding: 0.1em 0.25em&amp;quot; {{!}} {{{specialty|{{{skill|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Labor]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{job name|&amp;lt;div style='text-align: right'&amp;gt;&amp;amp;mdash;&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Tasks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{tasks|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{workshop|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
{{#switch:{{NAMESPACE}}|23a=|40d=|#default=&lt;br /&gt;
{{!-}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} [[Attributes]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{attributes|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
}}&lt;br /&gt;
|}{{Category|Skills}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Skill/sandbox&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Design buildings&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Infobox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OddballJoe</name></author>
	</entry>
</feed>