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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=130000</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=130000"/>
		<updated>2010-10-22T03:04:57Z</updated>

		<summary type="html">&lt;p&gt;Ohsottovoce: /* Harvest Apathy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::I shall give this some testing over the next few days to see if a farm on top of a soil wall will allow planting of underground crops without being muddied first.--[[User:Malibu Stacey|Malibu Stacey]] 21:32, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.&lt;br /&gt;
&lt;br /&gt;
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC)&lt;br /&gt;
::I just encountered this issue (version 31.04) but in a slightly different context.  I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are &amp;quot;No seeds available for this location&amp;quot;, despite having just embarked with many seeds.  Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC)&lt;br /&gt;
:::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC)&lt;br /&gt;
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly).  It seems that DF 2010 is supposed to allow farms on soil regardless of mud.  (Am I right, or is this actually intended behaviour?)  I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case.  You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.&lt;br /&gt;
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC)&lt;br /&gt;
:::::I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --[[Special:Contributions/99.67.238.66|99.67.238.66]] 22:00, 16 June 2010 (UTC)&lt;br /&gt;
::::::Hmmm.  I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil.  Regardless, after testing it out, here's what I found:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- Water both provides mud *and* washes it away.  If you build an underground room with a hole in the ceiling and mark that hole with a &amp;quot;pond&amp;quot; zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.'' - This isn't exactly true. I just found out that if the top left square of the farm doesn't have mud, then NONE of the farm will activate. I muddied my farm plot, but missed two squares in the top left. rebuilt the farm and it didn't work; rebuilt the farm slightly smaller so that the top left corner was muddied and the farm turned on. [[Special:Contributions/71.202.179.67|71.202.179.67]] 19:29, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming describes the concept, plant uses, importance, possibilities and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.&lt;br /&gt;
:As far as I can tell, yeah, it's still accurate. I haven't run into any changes in this part of the game, and I've always found this chart to be exceedingly helpful... Though a little messy. Perhaps we could do up a cleaner version of it for the new page? --Kydo 07:43, 16 October 2010 (UTC)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::There is a similar table in [[DF2010:Crop]]. A table/chart for farming should preferably illustrate the processes of farming and not (re)iterate the specific crops and products. --[[User:Nahno|Nahno]] 12:52, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I didn't even know that page existed! Considering it has a superior version of a chart that was always far more useful han the page it was on, shouldn't it be more readily available? I mean, there's just one off-handed link in the article, and another in the related articles section. --Kydo 15:07, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'd say that the only improvement old farming process flowchart could utilize is grouping plants, drinks and products that have all options identical into blocks and not just color-coding by type and an arrow to uses. It may be harder to do with partially-overlapping groups though.--[[User:Another|Another]] 13:29, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
: I gather that's less of a problem if you have at least one dedicated farmer per x# of tiles, but I would like to read a recommendation for how many 'x' should be.[[User:Uzu Bash|Uzu Bash]] 17:52, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
I made a 22 tile farm plot on muddied sand, a single tile in the corner was not muddied. It still let me build the plot, but until I resized the plot to make it not include that tile, my farm plot would not send jobs out.-[[User:Wafl|Wafl]] 21:53, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== maximum stack size ==&lt;br /&gt;
&lt;br /&gt;
What is the max size of a crop stack? Does high enough growing skill make potash irrelevant? [[User:Uzu Bash|Uzu Bash]] 17:45, 21 October 2010 (UTC)&lt;br /&gt;
:Not sure about 0.31, but back in 40d the maximum crop stack size was 6 (with a lot of luck and a highly skilled farmer), and according to Toady you could boost that all the way to 11 using potash. --[[User:Quietust|Quietust]] 19:44, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvest Apathy ==&lt;br /&gt;
&lt;br /&gt;
Has anyone encountered a bug wherein your planters go on seeding farm plots, but no one is willing to harvest anything? No one will touch the withered plants either (unless they're designated for dumping). &lt;br /&gt;
&lt;br /&gt;
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. &lt;br /&gt;
&lt;br /&gt;
Halp?&lt;br /&gt;
&lt;br /&gt;
: You probably accidentally turned on &amp;quot;Dwarves Ignore Food.&amp;quot; o-f to re-enable. [[User:Niveras|Niveras]] 02:48, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::I've done that before in the past, so that was the first thing I checked. They've still got &amp;quot;Dwarves Gather Food&amp;quot;. However, a third save/quit just fixed the problem. The only messages in my errorlog.txt are pathing-related. I don't know what the deal was. I'm going to try to reproduce the problem now.&lt;/div&gt;</summary>
		<author><name>Ohsottovoce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=129999</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=129999"/>
		<updated>2010-10-22T03:04:18Z</updated>

		<summary type="html">&lt;p&gt;Ohsottovoce: /* Harvest Apathy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::I shall give this some testing over the next few days to see if a farm on top of a soil wall will allow planting of underground crops without being muddied first.--[[User:Malibu Stacey|Malibu Stacey]] 21:32, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.&lt;br /&gt;
&lt;br /&gt;
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC)&lt;br /&gt;
::I just encountered this issue (version 31.04) but in a slightly different context.  I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are &amp;quot;No seeds available for this location&amp;quot;, despite having just embarked with many seeds.  Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC)&lt;br /&gt;
:::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC)&lt;br /&gt;
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly).  It seems that DF 2010 is supposed to allow farms on soil regardless of mud.  (Am I right, or is this actually intended behaviour?)  I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case.  You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.&lt;br /&gt;
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC)&lt;br /&gt;
:::::I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --[[Special:Contributions/99.67.238.66|99.67.238.66]] 22:00, 16 June 2010 (UTC)&lt;br /&gt;
::::::Hmmm.  I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil.  Regardless, after testing it out, here's what I found:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- Water both provides mud *and* washes it away.  If you build an underground room with a hole in the ceiling and mark that hole with a &amp;quot;pond&amp;quot; zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.'' - This isn't exactly true. I just found out that if the top left square of the farm doesn't have mud, then NONE of the farm will activate. I muddied my farm plot, but missed two squares in the top left. rebuilt the farm and it didn't work; rebuilt the farm slightly smaller so that the top left corner was muddied and the farm turned on. [[Special:Contributions/71.202.179.67|71.202.179.67]] 19:29, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming describes the concept, plant uses, importance, possibilities and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.&lt;br /&gt;
:As far as I can tell, yeah, it's still accurate. I haven't run into any changes in this part of the game, and I've always found this chart to be exceedingly helpful... Though a little messy. Perhaps we could do up a cleaner version of it for the new page? --Kydo 07:43, 16 October 2010 (UTC)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::There is a similar table in [[DF2010:Crop]]. A table/chart for farming should preferably illustrate the processes of farming and not (re)iterate the specific crops and products. --[[User:Nahno|Nahno]] 12:52, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I didn't even know that page existed! Considering it has a superior version of a chart that was always far more useful han the page it was on, shouldn't it be more readily available? I mean, there's just one off-handed link in the article, and another in the related articles section. --Kydo 15:07, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'd say that the only improvement old farming process flowchart could utilize is grouping plants, drinks and products that have all options identical into blocks and not just color-coding by type and an arrow to uses. It may be harder to do with partially-overlapping groups though.--[[User:Another|Another]] 13:29, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
: I gather that's less of a problem if you have at least one dedicated farmer per x# of tiles, but I would like to read a recommendation for how many 'x' should be.[[User:Uzu Bash|Uzu Bash]] 17:52, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
I made a 22 tile farm plot on muddied sand, a single tile in the corner was not muddied. It still let me build the plot, but until I resized the plot to make it not include that tile, my farm plot would not send jobs out.-[[User:Wafl|Wafl]] 21:53, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== maximum stack size ==&lt;br /&gt;
&lt;br /&gt;
What is the max size of a crop stack? Does high enough growing skill make potash irrelevant? [[User:Uzu Bash|Uzu Bash]] 17:45, 21 October 2010 (UTC)&lt;br /&gt;
:Not sure about 0.31, but back in 40d the maximum crop stack size was 6 (with a lot of luck and a highly skilled farmer), and according to Toady you could boost that all the way to 11 using potash. --[[User:Quietust|Quietust]] 19:44, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvest Apathy ==&lt;br /&gt;
&lt;br /&gt;
Has anyone encountered a bug wherein your planters go on seeding farm plots, but no one is willing to harvest anything? No one will touch the withered plants either (unless they're designated for dumping). &lt;br /&gt;
&lt;br /&gt;
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. &lt;br /&gt;
&lt;br /&gt;
Halp?&lt;br /&gt;
&lt;br /&gt;
: You probably accidentally turned on &amp;quot;Dwarves Ignore Food.&amp;quot; o-f to re-enable. [[User:Niveras|Niveras]] 02:48, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::I've done that before in the past, so that was the first thing I checked. They've still got &amp;quot;Dwarves Gather Food&amp;quot;. However, a third save/quit just fixed the problem. The only messages in my errorlog.txt were pathing-related. I don't know what the deal was. I'm going to try to reproduce the problem now.&lt;/div&gt;</summary>
		<author><name>Ohsottovoce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=129996</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=129996"/>
		<updated>2010-10-22T02:43:48Z</updated>

		<summary type="html">&lt;p&gt;Ohsottovoce: /* Harvest Apathy */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::I shall give this some testing over the next few days to see if a farm on top of a soil wall will allow planting of underground crops without being muddied first.--[[User:Malibu Stacey|Malibu Stacey]] 21:32, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.&lt;br /&gt;
&lt;br /&gt;
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC)&lt;br /&gt;
::I just encountered this issue (version 31.04) but in a slightly different context.  I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are &amp;quot;No seeds available for this location&amp;quot;, despite having just embarked with many seeds.  Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC)&lt;br /&gt;
:::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC)&lt;br /&gt;
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly).  It seems that DF 2010 is supposed to allow farms on soil regardless of mud.  (Am I right, or is this actually intended behaviour?)  I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case.  You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.&lt;br /&gt;
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC)&lt;br /&gt;
:::::I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --[[Special:Contributions/99.67.238.66|99.67.238.66]] 22:00, 16 June 2010 (UTC)&lt;br /&gt;
::::::Hmmm.  I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil.  Regardless, after testing it out, here's what I found:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- Water both provides mud *and* washes it away.  If you build an underground room with a hole in the ceiling and mark that hole with a &amp;quot;pond&amp;quot; zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.'' - This isn't exactly true. I just found out that if the top left square of the farm doesn't have mud, then NONE of the farm will activate. I muddied my farm plot, but missed two squares in the top left. rebuilt the farm and it didn't work; rebuilt the farm slightly smaller so that the top left corner was muddied and the farm turned on. [[Special:Contributions/71.202.179.67|71.202.179.67]] 19:29, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming describes the concept, plant uses, importance, possibilities and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.&lt;br /&gt;
:As far as I can tell, yeah, it's still accurate. I haven't run into any changes in this part of the game, and I've always found this chart to be exceedingly helpful... Though a little messy. Perhaps we could do up a cleaner version of it for the new page? --Kydo 07:43, 16 October 2010 (UTC)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::There is a similar table in [[DF2010:Crop]]. A table/chart for farming should preferably illustrate the processes of farming and not (re)iterate the specific crops and products. --[[User:Nahno|Nahno]] 12:52, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I didn't even know that page existed! Considering it has a superior version of a chart that was always far more useful han the page it was on, shouldn't it be more readily available? I mean, there's just one off-handed link in the article, and another in the related articles section. --Kydo 15:07, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'd say that the only improvement old farming process flowchart could utilize is grouping plants, drinks and products that have all options identical into blocks and not just color-coding by type and an arrow to uses. It may be harder to do with partially-overlapping groups though.--[[User:Another|Another]] 13:29, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
: I gather that's less of a problem if you have at least one dedicated farmer per x# of tiles, but I would like to read a recommendation for how many 'x' should be.[[User:Uzu Bash|Uzu Bash]] 17:52, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
I made a 22 tile farm plot on muddied sand, a single tile in the corner was not muddied. It still let me build the plot, but until I resized the plot to make it not include that tile, my farm plot would not send jobs out.-[[User:Wafl|Wafl]] 21:53, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== maximum stack size ==&lt;br /&gt;
&lt;br /&gt;
What is the max size of a crop stack? Does high enough growing skill make potash irrelevant? [[User:Uzu Bash|Uzu Bash]] 17:45, 21 October 2010 (UTC)&lt;br /&gt;
:Not sure about 0.31, but back in 40d the maximum crop stack size was 6 (with a lot of luck and a highly skilled farmer), and according to Toady you could boost that all the way to 11 using potash. --[[User:Quietust|Quietust]] 19:44, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvest Apathy ==&lt;br /&gt;
&lt;br /&gt;
Has anyone encountered a bug wherein your planters go on seeding farm plots, but no one is willing to harvest anything? No one will touch the withered plants either (unless they're designated for dumping). &lt;br /&gt;
&lt;br /&gt;
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. &lt;br /&gt;
&lt;br /&gt;
Halp?&lt;/div&gt;</summary>
		<author><name>Ohsottovoce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34784</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34784"/>
		<updated>2009-05-21T04:51:21Z</updated>

		<summary type="html">&lt;p&gt;Ohsottovoce: /* Small Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but does it consume the flint? Have you checked the error log? If you create a reaction with an error in its [REAGENT]s, the offending reagents will be deleted, so you might end up with a &amp;quot;free steel bars&amp;quot; recipe. Given the presence of &amp;quot;FLUX&amp;quot; and &amp;quot;Flux Stone&amp;quot; in the [[string dump]] I'm skeptical, but that's sweet if it works :) [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Specifically, [PRODUCT:100:1:PET:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a weird little tame-vermin version of a dragon, and [PRODUCT:100:1:VERMIN:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a similar wild-vermin dragon. If you make vermin versions of [TRAINABLE] creatures, you might be able to train them as war vermin... [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions? --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
:I've added the syntax for plants and seeds to the [[Material tokens]] page, since that's where it gets a bit weird. --[[User:Zaranthan|Zaranthan]] 18:24, 17 February 2009 (EST)&lt;br /&gt;
== Update  ==&lt;br /&gt;
&lt;br /&gt;
Version 0.28.181.40a added embark profiles and generalized the item definitions. This means that reactions will work better with things other than stone and metal. How much better remains to be seen. We need to document it. --[[User:Ikkonoishi|Ikkonoishi]] 17:52, 3 September 2008 (EDT)&lt;br /&gt;
:I've updated the information some. Still needs some cleaning and more work, but I'm tired of it for now. --[[User:Ikkonoishi|Ikkonoishi]] 19:19, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Containers ==&lt;br /&gt;
&lt;br /&gt;
Given that smelters look in bar/block bins as a matter of course, the line &amp;quot;The smelter cannot look inside containers for reagents...&amp;quot; seems overgeneralized or false. Any data to back it up? [[User:Darekun|Darekun]] 13:20, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think that this is false, and am going to run a test, using an added reaction of my own, to see if the smelter will look into my barrels for those plump helmets that it's going to be making into adamantine... ;) (But don't expect me to have this test done for at least a few more days)--[[User:Drake1500|Drake1500]] 05:20, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No need.. It was obviously false since 99% of fortresses run their smelting operations out of a bar stockpile with bars in bins. --[[User:N9103|Edward]] 05:52, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small Item Reactions ==&lt;br /&gt;
&lt;br /&gt;
I've been playing around with what I can and cannot produce via reactions and have come across a peculiarity: I only get small versions of the item declared using the following reaction:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_IBNIR]&lt;br /&gt;
[NAME:make ibnir]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT]&lt;br /&gt;
[PRODUCT:100:5:ARMOR:ITEM_ARMOR_IBNIR:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the entry under item_armor.txt:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ITEM_ARMOR:ITEM_ARMOR_IBNIR]&lt;br /&gt;
[NAME:ibnir:ibnira]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[MAINBLOCK:300]&lt;br /&gt;
[SECONDBLOCK:175]&lt;br /&gt;
[UBSTEP:MAX]&lt;br /&gt;
[LBSTEP:MAX]&lt;br /&gt;
[LAYER:OVER]&lt;br /&gt;
[COVERAGE:100]&lt;br /&gt;
[LAYER_SIZE:15]&lt;br /&gt;
[LAYER_PERMIT:150]&lt;br /&gt;
[MATERIAL_SIZE:75]&lt;br /&gt;
[HARD]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've had no trouble getting free reactions otherwise, e.g.: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT]&lt;br /&gt;
[PRODUCT:100:50:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can change the material in the FREE_IBNIR reaction without any problems, but the product still comes out &amp;quot;small&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
I set &amp;quot;ITEM_ARMOR_IBNIR&amp;quot; to &amp;quot;COMMON&amp;quot; in the entity profile and my units consequently embark with steel ibnirs equipped (normal size, which is to say, no size-related adjective appended).&lt;br /&gt;
&lt;br /&gt;
I cannot for the life of me figure out what's going on, which means it's probably something obvious. Anyone care to point it out for me? --[[User:Ohsottovoce|Ohsottovoce]] 16:56, 17 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Ohsottovoce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34783</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34783"/>
		<updated>2009-05-17T16:56:52Z</updated>

		<summary type="html">&lt;p&gt;Ohsottovoce: /* Small Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but does it consume the flint? Have you checked the error log? If you create a reaction with an error in its [REAGENT]s, the offending reagents will be deleted, so you might end up with a &amp;quot;free steel bars&amp;quot; recipe. Given the presence of &amp;quot;FLUX&amp;quot; and &amp;quot;Flux Stone&amp;quot; in the [[string dump]] I'm skeptical, but that's sweet if it works :) [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Specifically, [PRODUCT:100:1:PET:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a weird little tame-vermin version of a dragon, and [PRODUCT:100:1:VERMIN:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a similar wild-vermin dragon. If you make vermin versions of [TRAINABLE] creatures, you might be able to train them as war vermin... [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions? --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
:I've added the syntax for plants and seeds to the [[Material tokens]] page, since that's where it gets a bit weird. --[[User:Zaranthan|Zaranthan]] 18:24, 17 February 2009 (EST)&lt;br /&gt;
== Update  ==&lt;br /&gt;
&lt;br /&gt;
Version 0.28.181.40a added embark profiles and generalized the item definitions. This means that reactions will work better with things other than stone and metal. How much better remains to be seen. We need to document it. --[[User:Ikkonoishi|Ikkonoishi]] 17:52, 3 September 2008 (EDT)&lt;br /&gt;
:I've updated the information some. Still needs some cleaning and more work, but I'm tired of it for now. --[[User:Ikkonoishi|Ikkonoishi]] 19:19, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Containers ==&lt;br /&gt;
&lt;br /&gt;
Given that smelters look in bar/block bins as a matter of course, the line &amp;quot;The smelter cannot look inside containers for reagents...&amp;quot; seems overgeneralized or false. Any data to back it up? [[User:Darekun|Darekun]] 13:20, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think that this is false, and am going to run a test, using an added reaction of my own, to see if the smelter will look into my barrels for those plump helmets that it's going to be making into adamantine... ;) (But don't expect me to have this test done for at least a few more days)--[[User:Drake1500|Drake1500]] 05:20, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No need.. It was obviously false since 99% of fortresses run their smelting operations out of a bar stockpile with bars in bins. --[[User:N9103|Edward]] 05:52, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small Items ==&lt;br /&gt;
&lt;br /&gt;
I've been playing around with what I can and cannot produce via reactions and have come across a peculiarity: I only get small versions of the item declared using the following reaction:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_IBNIR]&lt;br /&gt;
[NAME:make ibnir]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT]&lt;br /&gt;
[PRODUCT:100:5:ARMOR:ITEM_ARMOR_IBNIR:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the entry under item_armor.txt:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ITEM_ARMOR:ITEM_ARMOR_IBNIR]&lt;br /&gt;
[NAME:ibnir:ibnira]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[MAINBLOCK:300]&lt;br /&gt;
[SECONDBLOCK:175]&lt;br /&gt;
[UBSTEP:MAX]&lt;br /&gt;
[LBSTEP:MAX]&lt;br /&gt;
[LAYER:OVER]&lt;br /&gt;
[COVERAGE:100]&lt;br /&gt;
[LAYER_SIZE:15]&lt;br /&gt;
[LAYER_PERMIT:150]&lt;br /&gt;
[MATERIAL_SIZE:75]&lt;br /&gt;
[HARD]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've had no trouble getting free reactions otherwise, e.g.: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT]&lt;br /&gt;
[PRODUCT:100:50:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can change the material in the FREE_IBNIR reaction without any problems, but the product still comes out &amp;quot;small&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
I set &amp;quot;ITEM_ARMOR_IBNIR&amp;quot; to &amp;quot;COMMON&amp;quot; in the entity profile and my units consequently embark with steel ibnirs equipped (normal size, which is to say, no size-related adjective appended).&lt;br /&gt;
&lt;br /&gt;
I cannot for the life of me figure out what's going on, which means it's probably something obvious. Anyone care to point it out for me? --[[User:Ohsottovoce|Ohsottovoce]] 16:56, 17 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Ohsottovoce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34782</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34782"/>
		<updated>2009-05-17T16:56:30Z</updated>

		<summary type="html">&lt;p&gt;Ohsottovoce: /* Small Items */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but does it consume the flint? Have you checked the error log? If you create a reaction with an error in its [REAGENT]s, the offending reagents will be deleted, so you might end up with a &amp;quot;free steel bars&amp;quot; recipe. Given the presence of &amp;quot;FLUX&amp;quot; and &amp;quot;Flux Stone&amp;quot; in the [[string dump]] I'm skeptical, but that's sweet if it works :) [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Specifically, [PRODUCT:100:1:PET:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a weird little tame-vermin version of a dragon, and [PRODUCT:100:1:VERMIN:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a similar wild-vermin dragon. If you make vermin versions of [TRAINABLE] creatures, you might be able to train them as war vermin... [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions? --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
:I've added the syntax for plants and seeds to the [[Material tokens]] page, since that's where it gets a bit weird. --[[User:Zaranthan|Zaranthan]] 18:24, 17 February 2009 (EST)&lt;br /&gt;
== Update  ==&lt;br /&gt;
&lt;br /&gt;
Version 0.28.181.40a added embark profiles and generalized the item definitions. This means that reactions will work better with things other than stone and metal. How much better remains to be seen. We need to document it. --[[User:Ikkonoishi|Ikkonoishi]] 17:52, 3 September 2008 (EDT)&lt;br /&gt;
:I've updated the information some. Still needs some cleaning and more work, but I'm tired of it for now. --[[User:Ikkonoishi|Ikkonoishi]] 19:19, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Containers ==&lt;br /&gt;
&lt;br /&gt;
Given that smelters look in bar/block bins as a matter of course, the line &amp;quot;The smelter cannot look inside containers for reagents...&amp;quot; seems overgeneralized or false. Any data to back it up? [[User:Darekun|Darekun]] 13:20, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think that this is false, and am going to run a test, using an added reaction of my own, to see if the smelter will look into my barrels for those plump helmets that it's going to be making into adamantine... ;) (But don't expect me to have this test done for at least a few more days)--[[User:Drake1500|Drake1500]] 05:20, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No need.. It was obviously false since 99% of fortresses run their smelting operations out of a bar stockpile with bars in bins. --[[User:N9103|Edward]] 05:52, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small Items ==&lt;br /&gt;
&lt;br /&gt;
I've been playing around with what I can and cannot produce via reactions and have come across a peculiarity: I only get small versions of the item declared using the following reaction:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_IBNIR]&lt;br /&gt;
[NAME:make ibnir]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT]&lt;br /&gt;
[PRODUCT:100:5:ARMOR:ITEM_ARMOR_IBNIR:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the entry under item_armor.txt:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ITEM_ARMOR:ITEM_ARMOR_IBNIR]&lt;br /&gt;
[NAME:ibnir:ibnira]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[MAINBLOCK:300]&lt;br /&gt;
[SECONDBLOCK:175]&lt;br /&gt;
[UBSTEP:MAX]&lt;br /&gt;
[LBSTEP:MAX]&lt;br /&gt;
[LAYER:OVER]&lt;br /&gt;
[COVERAGE:100]&lt;br /&gt;
[LAYER_SIZE:15]&lt;br /&gt;
[LAYER_PERMIT:150]&lt;br /&gt;
[MATERIAL_SIZE:75]&lt;br /&gt;
[HARD]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've had no trouble getting free reactions otherwise, e.g.: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT]&lt;br /&gt;
[PRODUCT:100:50:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can change the material in the FREE_IBNIR reaction without any problems, but the product still comes out &amp;quot;small&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
I set &amp;quot;ITEM_ARMOR_IBNIR&amp;quot; to &amp;quot;COMMON&amp;quot; in the entity profile and my units consequently embark with steel ibnirs equipped (normal size, which is to say, no size-related adjective appended).&lt;br /&gt;
&lt;br /&gt;
I cannot for the life of me figure out what's going on, which means it's probably something obvious. Anyone care to point it out for me?[[User:Ohsottovoce|Ohsottovoce]] 16:56, 17 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Ohsottovoce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37963</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37963"/>
		<updated>2009-05-17T16:43:17Z</updated>

		<summary type="html">&lt;p&gt;Ohsottovoce: /* Making Coke from Other Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
[EDIT]&lt;br /&gt;
I didn't realize there were complete lists of tokens. Silly me; that sure makes things easier. 1:37, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Minor nitpick here, but it apears he forgot to add :5FINGERS:&amp;lt;/s&amp;gt; tested it and it works, added it to wiki. as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flight ==&lt;br /&gt;
&lt;br /&gt;
If I add the line [FLIER] to my dwarven civilisation would anything interesting happen? --[[User:AlexFili|AlexFili]] 05:30, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves will just spam &amp;quot;Task cancelled: dangerous terrain&amp;quot;. They will have problems doing anything. --[[User:Someone-else|Someone-else]] 08:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Flight pathing is even broken for invaders. What a shame! Swimmers can have problems too, though not ''that'' bad. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fireproof Trees? ==&lt;br /&gt;
&lt;br /&gt;
Is there any means to create a wood material (and corrosponding trees to harvest for it) which will not burn, or at least won't ignite from contact with magma? --[[User:Rakankou|Rakankou]] 00:47, 25 July 2008 (EDT)&lt;br /&gt;
:I am no expert but, what if you added the [FIRE_IMMUNE] tag to trees. Do not know if that will work, or if thats even the right tag. [[User:Magikarcher|Magikarcher]] 02:12, 25 July 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE] doesn't seem to work for making a fire safe wood. I think it's a creature token, anyway, so it makes sense that it wouldn't work for materials. --[[User:Rakankou|Rakankou]] 12:27, 25 July 2008 (EDT)&lt;br /&gt;
::: It's a creature token so it won't work. However, taken from Adamantine's entry (it is magma-proof):&lt;br /&gt;
::::[SPEC_HEAT:7500]&lt;br /&gt;
::::[MELTING_POINT:25000]&lt;br /&gt;
::::[BOILING_POINT:50000]&lt;br /&gt;
:::Hopefully that helps. --[[User:Borgin|Borgin]] 20:11, 12 August 2008&lt;br /&gt;
IGNITE_POINT is a matgloss token. [[User:Random832|Random832]] 17:01, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== .txt ==&lt;br /&gt;
&lt;br /&gt;
My word processer won't let me save .txts. Does that matter?&lt;br /&gt;
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode? ==&lt;br /&gt;
&lt;br /&gt;
Do I have to add the tag adventure tier to the dark elves to make them playable in adventure mode? [[User:Yaddy1|Yaddy1]] 16:13, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Modded creatures not showing? ==&lt;br /&gt;
&lt;br /&gt;
I tried making my own races for a test. Spartans, copied from entity_info of dwarves and creature_Standard info from Humans and small bit from Titans.&lt;br /&gt;
Persians, Like goblins but weaker and stupider.&lt;br /&gt;
after running 4 different regions with different settings, only Goblins, Dwarves and Humans showed up. What am I doing wrong? There is not a single trace of them even existing at the legends screen.&lt;br /&gt;
I really want to kick persians with spartans instead of biting goblins with dwarves.&lt;br /&gt;
[[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The problem probably lies in the titan tags. In any case, backing up the original raws and just editing them would be easier to test. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you get the filenames and [OBJECT] tags at the top? Those are easy to miss. I'd say make them copies of dwarves and goblins, respectively - once worlds generate with them, tweak them to be like you want. Also, you can temporarily move entity_default.txt to another dir to make it easier to debug. [[User:Darekun|Darekun]] 11:39, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Random&amp;quot; civ selection with more than one playable civ ==&lt;br /&gt;
&lt;br /&gt;
In the main text on this page (and I swear in a fair few other places, but I can't find them for some reason), it notes that if you have the [CIV_CONTROLLABLE] token on more than one entity it will randomly select from the playable civs when you embark. Well, yes, it's random in the sense that it initially selects a random group for your fortress to be an offshoot of, but you can easily select the desired species of your fort inhabitants by manually picking the appropriate group from the embark screen, either using legends mode to work out which group is which species, or by checking the &amp;quot;nearby civilizations&amp;quot; section and seeing which species is at the top (it seems that your species will always be at the top of the list). I'm going to adjust the &amp;quot;random selection&amp;quot; note to say you can choose your civilization, but I'm not sure if a whole mini-tutorial on picking your civ really belongs in the modding guide, or whether it should go somewhere else. Comments? --[[User:Quil|Quil]] 12:10, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just the one line about how the race you'll be playing will be at the top of the 'neighbours' list wouldn't be that bad, wouldn't it? No tutorial required, anyway. Maybe we could divide the topic later, but I think this is an relevant as anything, considering how much depth can be added to the game this way. --[[User:Navian|Navian]] 18:55, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Okay, added a paragraph on picking your species. I think I covered all the pertinent points fairly succinctly. As a random aside, while the species I added is quite hardy and long-lived, so they've never been wiped out, I'm not sure if the game will care if some of the playable species die out. While in the vanilla game with the default settings it's impossible to kill off the dwarves, since the game will reject it due to having no playable civs, with additional playable races it may just be possible to have your extra species (or the dwarves) all die out and be unplayable in an otherwise acceptable map.--[[User:Quil|Quil]] 09:44, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I confirmed that. My aquatic playable civ didn't appear on a map without their starting biome, and my single gender race was wiped out by humans on the next go, leaving only the other playable each time. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rock Crystals ==&lt;br /&gt;
&lt;br /&gt;
How would I go about modding the game to either allow me to import rough rock crystals or allowing me to make crystal glass from cut rock crystals?--[[User:Mjo625|Mjo625]] 07:37, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Or add a reaction that will change rock crystals into rough rock crystals. I added &lt;br /&gt;
&lt;br /&gt;
[REACTION:ROUGH ROCK CRYSTAL]&lt;br /&gt;
[NAME:Melt Rock Crystal]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:1:SMALLGEM:NO_SUBTYPE:STONE:ROCK_CRYSTAL]&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:ROCK_CRYSTAL]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&lt;br /&gt;
to reaction_standard but it doesn't seem to be working. The dwarf takes the rough crystal and charcoal to the smelter, works for a while but doesn't produce anything.--[[User:Mjo625|Mjo625]] 10:22, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If they take the reagents and don't produce a product, that means there's an error in the [PRODUCT] tag. In this case, you're missing a term - ROCK_CRYSTAL is a matgloss with no material token. I'd guess the correct version would be [PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:ROCK_CRYSTAL].&lt;br /&gt;
:It looks like imports are rather hardcoded, so no importing it; you could add a creature that drops it via [ITEMCORPSE], but smelter reactions are probably the way to go. [[User:Darekun|Darekun]] 11:35, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== adding a programming emphasis ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am interested in modding and am a programmer by profession.&lt;br /&gt;
I think it would be nice to approach the modding guide the same way as any programming language guide.&lt;br /&gt;
It may be that not a lot of people who are programmers are coming to do Modding in DF but that doesn't mean they couldn't benefit greatly from some basic programming theory and knowledge.  In fact, it was modding old-school rogue games for BBS systems that actually introduced me to real programming...&lt;br /&gt;
I hope any edits I make meet with your approval.&lt;br /&gt;
I also hope maybe we can start a plain-speech syntax guide for the mod files and a glossary of terms for all the hard-coded tags.&lt;br /&gt;
I must admit that at this stage, going through the default files, I am a bit overwhelmed with the variety and have trouble knowing which tags/flags/tokens correspond to a hard-coded concept and which ones are simply built from other tags.  &lt;br /&gt;
The entity tags also have tokens whose importance I cannot yet determine.&lt;br /&gt;
At these times, I wish I just had a simple glossary to refer to!&lt;br /&gt;
So my request is that the wiki could have some sort of glossary/index for all these terms similar to the way creatures are organized.&lt;br /&gt;
For an example of a code dictionary, please see: http://www.adobe.com/support/flash/action_scripts/actionscript_dictionary/&lt;br /&gt;
(I know the terms are a bit esoteric for non-programmers, like bitwise operators appear at the top of the list... but the concept is simple--and df modding has no operators, only keywords)&lt;br /&gt;
&lt;br /&gt;
If there's anything over at bay12 like this, please let me know.  I looked but couldn't find anything.  Consensus seemed to be that it belonged on this wiki.&lt;br /&gt;
&lt;br /&gt;
Well, I will try to do this myself unless there are serious objections, but since I have a full-time job, I would love it if others were to participate!&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 02:38, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Healing Mods? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to mod body parts that do not normally heal (like the spine) to heal like any other broken limb?  If so, that should probably be here.--[[User:Zipdog|Zipdog]] 03:39, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Coke from Other Materials ==&lt;br /&gt;
&lt;br /&gt;
So rather than keep re-rolling maps before I found a small map with both adamantine and fuel/magma, I decided I'd just mod in a reaction to change gneiss or graphite or something into coke.&lt;br /&gt;
&lt;br /&gt;
What I did was copy the entry under &amp;quot;smelt lignite into coke&amp;quot; from matgloss_reactions.txt and then changed all the &amp;quot;lignite&amp;quot; into &amp;quot;gneiss&amp;quot;. However, it didn't work. There's no option at the smelter to create coke from gneiss. Is there something else I need to do? [[User:Lymojo|Lymojo]] 18:53, 15 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I believe that gneiss uses the &amp;quot;METAMORPHIC&amp;quot; subtype tag--whereas lignite does not have a subtype specified--so in the reaction.txt (mine's called reaction_standard, maybe because I'm using the Mac version) you have to change '''[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]''' to '''[REAGENT:1:STONE:METAMORPHIC:STONE:GNEISS]'''. Also: it appears that only stone in the &amp;quot;layer&amp;quot; and &amp;quot;soil&amp;quot; matglosses have defined subtypes, so you will always have to check their subtypes if you want to use them in reactions; minerals and ores, on the other hand, should work with &amp;quot;NO_SUBTYPE&amp;quot;.[[User:Ohsottovoce|Ohsottovoce]] 16:43, 17 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Ohsottovoce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37962</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37962"/>
		<updated>2009-05-17T16:40:05Z</updated>

		<summary type="html">&lt;p&gt;Ohsottovoce: /* Making Coke from Other Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
[EDIT]&lt;br /&gt;
I didn't realize there were complete lists of tokens. Silly me; that sure makes things easier. 1:37, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Minor nitpick here, but it apears he forgot to add :5FINGERS:&amp;lt;/s&amp;gt; tested it and it works, added it to wiki. as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flight ==&lt;br /&gt;
&lt;br /&gt;
If I add the line [FLIER] to my dwarven civilisation would anything interesting happen? --[[User:AlexFili|AlexFili]] 05:30, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves will just spam &amp;quot;Task cancelled: dangerous terrain&amp;quot;. They will have problems doing anything. --[[User:Someone-else|Someone-else]] 08:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Flight pathing is even broken for invaders. What a shame! Swimmers can have problems too, though not ''that'' bad. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fireproof Trees? ==&lt;br /&gt;
&lt;br /&gt;
Is there any means to create a wood material (and corrosponding trees to harvest for it) which will not burn, or at least won't ignite from contact with magma? --[[User:Rakankou|Rakankou]] 00:47, 25 July 2008 (EDT)&lt;br /&gt;
:I am no expert but, what if you added the [FIRE_IMMUNE] tag to trees. Do not know if that will work, or if thats even the right tag. [[User:Magikarcher|Magikarcher]] 02:12, 25 July 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE] doesn't seem to work for making a fire safe wood. I think it's a creature token, anyway, so it makes sense that it wouldn't work for materials. --[[User:Rakankou|Rakankou]] 12:27, 25 July 2008 (EDT)&lt;br /&gt;
::: It's a creature token so it won't work. However, taken from Adamantine's entry (it is magma-proof):&lt;br /&gt;
::::[SPEC_HEAT:7500]&lt;br /&gt;
::::[MELTING_POINT:25000]&lt;br /&gt;
::::[BOILING_POINT:50000]&lt;br /&gt;
:::Hopefully that helps. --[[User:Borgin|Borgin]] 20:11, 12 August 2008&lt;br /&gt;
IGNITE_POINT is a matgloss token. [[User:Random832|Random832]] 17:01, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== .txt ==&lt;br /&gt;
&lt;br /&gt;
My word processer won't let me save .txts. Does that matter?&lt;br /&gt;
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode? ==&lt;br /&gt;
&lt;br /&gt;
Do I have to add the tag adventure tier to the dark elves to make them playable in adventure mode? [[User:Yaddy1|Yaddy1]] 16:13, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Modded creatures not showing? ==&lt;br /&gt;
&lt;br /&gt;
I tried making my own races for a test. Spartans, copied from entity_info of dwarves and creature_Standard info from Humans and small bit from Titans.&lt;br /&gt;
Persians, Like goblins but weaker and stupider.&lt;br /&gt;
after running 4 different regions with different settings, only Goblins, Dwarves and Humans showed up. What am I doing wrong? There is not a single trace of them even existing at the legends screen.&lt;br /&gt;
I really want to kick persians with spartans instead of biting goblins with dwarves.&lt;br /&gt;
[[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The problem probably lies in the titan tags. In any case, backing up the original raws and just editing them would be easier to test. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you get the filenames and [OBJECT] tags at the top? Those are easy to miss. I'd say make them copies of dwarves and goblins, respectively - once worlds generate with them, tweak them to be like you want. Also, you can temporarily move entity_default.txt to another dir to make it easier to debug. [[User:Darekun|Darekun]] 11:39, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Random&amp;quot; civ selection with more than one playable civ ==&lt;br /&gt;
&lt;br /&gt;
In the main text on this page (and I swear in a fair few other places, but I can't find them for some reason), it notes that if you have the [CIV_CONTROLLABLE] token on more than one entity it will randomly select from the playable civs when you embark. Well, yes, it's random in the sense that it initially selects a random group for your fortress to be an offshoot of, but you can easily select the desired species of your fort inhabitants by manually picking the appropriate group from the embark screen, either using legends mode to work out which group is which species, or by checking the &amp;quot;nearby civilizations&amp;quot; section and seeing which species is at the top (it seems that your species will always be at the top of the list). I'm going to adjust the &amp;quot;random selection&amp;quot; note to say you can choose your civilization, but I'm not sure if a whole mini-tutorial on picking your civ really belongs in the modding guide, or whether it should go somewhere else. Comments? --[[User:Quil|Quil]] 12:10, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just the one line about how the race you'll be playing will be at the top of the 'neighbours' list wouldn't be that bad, wouldn't it? No tutorial required, anyway. Maybe we could divide the topic later, but I think this is an relevant as anything, considering how much depth can be added to the game this way. --[[User:Navian|Navian]] 18:55, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Okay, added a paragraph on picking your species. I think I covered all the pertinent points fairly succinctly. As a random aside, while the species I added is quite hardy and long-lived, so they've never been wiped out, I'm not sure if the game will care if some of the playable species die out. While in the vanilla game with the default settings it's impossible to kill off the dwarves, since the game will reject it due to having no playable civs, with additional playable races it may just be possible to have your extra species (or the dwarves) all die out and be unplayable in an otherwise acceptable map.--[[User:Quil|Quil]] 09:44, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I confirmed that. My aquatic playable civ didn't appear on a map without their starting biome, and my single gender race was wiped out by humans on the next go, leaving only the other playable each time. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rock Crystals ==&lt;br /&gt;
&lt;br /&gt;
How would I go about modding the game to either allow me to import rough rock crystals or allowing me to make crystal glass from cut rock crystals?--[[User:Mjo625|Mjo625]] 07:37, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Or add a reaction that will change rock crystals into rough rock crystals. I added &lt;br /&gt;
&lt;br /&gt;
[REACTION:ROUGH ROCK CRYSTAL]&lt;br /&gt;
[NAME:Melt Rock Crystal]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:1:SMALLGEM:NO_SUBTYPE:STONE:ROCK_CRYSTAL]&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:ROCK_CRYSTAL]&lt;br /&gt;
[FUEL]&lt;br /&gt;
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to reaction_standard but it doesn't seem to be working. The dwarf takes the rough crystal and charcoal to the smelter, works for a while but doesn't produce anything.--[[User:Mjo625|Mjo625]] 10:22, 19 March 2009 (UTC)&lt;br /&gt;
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:If they take the reagents and don't produce a product, that means there's an error in the [PRODUCT] tag. In this case, you're missing a term - ROCK_CRYSTAL is a matgloss with no material token. I'd guess the correct version would be [PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:ROCK_CRYSTAL].&lt;br /&gt;
:It looks like imports are rather hardcoded, so no importing it; you could add a creature that drops it via [ITEMCORPSE], but smelter reactions are probably the way to go. [[User:Darekun|Darekun]] 11:35, 1 April 2009 (UTC)&lt;br /&gt;
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== adding a programming emphasis ==&lt;br /&gt;
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Hi, I am interested in modding and am a programmer by profession.&lt;br /&gt;
I think it would be nice to approach the modding guide the same way as any programming language guide.&lt;br /&gt;
It may be that not a lot of people who are programmers are coming to do Modding in DF but that doesn't mean they couldn't benefit greatly from some basic programming theory and knowledge.  In fact, it was modding old-school rogue games for BBS systems that actually introduced me to real programming...&lt;br /&gt;
I hope any edits I make meet with your approval.&lt;br /&gt;
I also hope maybe we can start a plain-speech syntax guide for the mod files and a glossary of terms for all the hard-coded tags.&lt;br /&gt;
I must admit that at this stage, going through the default files, I am a bit overwhelmed with the variety and have trouble knowing which tags/flags/tokens correspond to a hard-coded concept and which ones are simply built from other tags.  &lt;br /&gt;
The entity tags also have tokens whose importance I cannot yet determine.&lt;br /&gt;
At these times, I wish I just had a simple glossary to refer to!&lt;br /&gt;
So my request is that the wiki could have some sort of glossary/index for all these terms similar to the way creatures are organized.&lt;br /&gt;
For an example of a code dictionary, please see: http://www.adobe.com/support/flash/action_scripts/actionscript_dictionary/&lt;br /&gt;
(I know the terms are a bit esoteric for non-programmers, like bitwise operators appear at the top of the list... but the concept is simple--and df modding has no operators, only keywords)&lt;br /&gt;
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If there's anything over at bay12 like this, please let me know.  I looked but couldn't find anything.  Consensus seemed to be that it belonged on this wiki.&lt;br /&gt;
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Well, I will try to do this myself unless there are serious objections, but since I have a full-time job, I would love it if others were to participate!&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 02:38, 27 March 2009 (UTC)&lt;br /&gt;
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== Healing Mods? ==&lt;br /&gt;
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Is it possible to mod body parts that do not normally heal (like the spine) to heal like any other broken limb?  If so, that should probably be here.--[[User:Zipdog|Zipdog]] 03:39, 6 May 2009 (UTC)&lt;br /&gt;
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== Making Coke from Other Materials ==&lt;br /&gt;
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So rather than keep re-rolling maps before I found a small map with both adamantine and fuel/magma, I decided I'd just mod in a reaction to change gneiss or graphite or something into coke.&lt;br /&gt;
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What I did was copy the entry under &amp;quot;smelt lignite into coke&amp;quot; from matgloss_reactions.txt and then changed all the &amp;quot;lignite&amp;quot; into &amp;quot;gneiss&amp;quot;. However, it didn't work. There's no option at the smelter to create coke from gneiss. Is there something else I need to do? [[User:Lymojo|Lymojo]] 18:53, 15 May 2009 (UTC)Lymojo&lt;br /&gt;
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:I believe that gneiss uses the &amp;quot;METAMORPHIC&amp;quot; subtype tag--whereas lignite does not have a subtype specified--so in the reaction.txt (mine's called reaction_standard, maybe because I'm using the Mac version) you have to change '''[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]''' to '''[REAGENT:1:STONE:METAMORPHIC:STONE:GNEISS]'''. Also: it appears that only stone in the &amp;quot;layer&amp;quot; and &amp;quot;soil&amp;quot; matglosses have defined subtypes, so you will always have to check their subtypes if you want to use them in reactions; minerals and ores, on the other hand, should work with &amp;quot;NO_SUBTYPE&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Ohsottovoce</name></author>
	</entry>
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