<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Omagaalpha</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Omagaalpha"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Omagaalpha"/>
	<updated>2026-04-04T06:23:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33225</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33225"/>
		<updated>2008-02-27T17:24:14Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* 176.38a not work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33224</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33224"/>
		<updated>2008-02-27T17:22:47Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* 176.38a not work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I new fortuness generated new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33223</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33223"/>
		<updated>2008-02-27T17:20:23Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* 176.38a not work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
version generic version, pid 5352, player a6&lt;br /&gt;
2103 words loaded&lt;br /&gt;
race 0 loaded&lt;br /&gt;
race 1 loaded&lt;br /&gt;
race 2 loaded&lt;br /&gt;
race 3 loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 446, in getCreature&lt;br /&gt;
    slist = self.getSkills(c)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 328, in getSkills&lt;br /&gt;
    skptr = self.getLong(skillptr)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 125, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, lin&lt;br /&gt;
e 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I new fortuness generated new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33222</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33222"/>
		<updated>2008-02-27T17:19:46Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* 176.38a not work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
version generic version, pid 5352, player a6&lt;br /&gt;
2103 words loaded&lt;br /&gt;
race 0 loaded&lt;br /&gt;
race 1 loaded&lt;br /&gt;
race 2 loaded&lt;br /&gt;
race 3 loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 446, in getCreature&lt;br /&gt;
    slist = self.getSkills(c)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 328, in getSkills&lt;br /&gt;
    skptr = self.getLong(skillptr)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 125, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, lin&lt;br /&gt;
e 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I new fortuness generated new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Never mind I guess has load when game is in start menu [[User:Omagaalpha|Omagaalpha]] 12:19, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33221</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33221"/>
		<updated>2008-02-27T17:14:16Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
version generic version, pid 5352, player a6&lt;br /&gt;
2103 words loaded&lt;br /&gt;
race 0 loaded&lt;br /&gt;
race 1 loaded&lt;br /&gt;
race 2 loaded&lt;br /&gt;
race 3 loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prot&lt;br /&gt;
otype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 446, in getCreature&lt;br /&gt;
    slist = self.getSkills(c)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 328, in getSkills&lt;br /&gt;
    skptr = self.getLong(skillptr)&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, li&lt;br /&gt;
ne 125, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, lin&lt;br /&gt;
e 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I new fortuness generated new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11808</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11808"/>
		<updated>2008-02-14T13:22:09Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== External Utilities ==&lt;br /&gt;
I thinking any Utilities that not made specifically for Dwarf fortress should put together at bottom which I have done. My question should we mark area with header say External utilities? [[User:Omagaalpha|Omagaalpha]] 08:22, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
&lt;br /&gt;
:Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==reveal.exe==&lt;br /&gt;
&lt;br /&gt;
From what I've tested, reveal for 33a does not work for 33b. --[[User:Sparksol|Sparksol]] 13:39, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Correct.  It uses hardcoded offsets, which will change every time new code is added to DF.&lt;br /&gt;
:I have a version hacked for .33b, which I will not distribute out of respect for Rick.&lt;br /&gt;
:However, if you are skilled with a hex editor, here's what to do: change the first 5 occurances of the pattern 85 45 01 to the pattern 95 45 01.  (The 6th occurance of the pattern is a coincidental match and should not be changed.)  Then change the pattern 8C 33 89 00 to the pattern 8C 43 89 00.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually, as it happens, it looks like Rick has produced updated versions of his tools for .33b.  They were built on the 16th.  However he hasn't linked to them.  I don't know why.  The URL they're at requests that no links be made to them, so I'm not going to tell you. Sorry, you'll just have to do the hexedit.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:45, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just havn't mirrored them yet, that's all. --[[User:Rick|Rick]] 03:10, 19 November 2007 (EST)&lt;br /&gt;
::Hey, I'm curious why the file sizes ballooned.  Reveal went from 52k to 101k, a doubling in size.  Heal grew even more.  Maybe you didn't strip debugging info?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:42, 19 November 2007 (EST)&lt;br /&gt;
:::Usage of std libraries mostly. I made a library for working with DF so I wouldn't have to keep duplicating code through projects, and when writing it I figured I might as well make it more friendly for me to code in, hence usage of std:: stuff. --[[User:Rick|Rick]] 19:00, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whenever I try to open reveal.exe, the window will open up for a millisecond and then immedietely close. Is this a problem with the program or my windows? I am assuming its windows since everyone else seems to be able to use it. Has anyone else had this problem?--[[User:Varsashi|Varsashi]] 17:59, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It hasn't been updated to work with 33c, and doesn't. Hopefully it will be updated soon. If you're using 33b, it should open and close quickly but reveal all allocated squares. To allocate all squares for revealing, I'll repeat the advice I've seen elsewhere: go to the lowest level and designate the entire level for digging, then remove the dig designation and run the reveal utility. --[[User:Janus|Janus]] 20:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So how do people feel about deleting this section, and probably the heal.exe section above too?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:56, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to use warp.exe?==&lt;br /&gt;
How do you use warp.exe? There's no information on how to use these on the page.--[[User:Demosthenes|Demosthenes]] 02:10, 21 November 2007 (EST)&lt;br /&gt;
: &amp;lt;code&amp;gt;warp.exe&amp;lt;/code&amp;gt; by itself will list your current cursor position. After you have the position you want to warp a creature to, you do &amp;lt;code&amp;gt;warp.exe &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&amp;lt;/code&amp;gt; as arguments, and it will warp the selected creature (selected with 'V'iew) to that destination, if it can. --[[User:Rick|Rick]] 18:10, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==StartProfile==&lt;br /&gt;
Perhaps, I don't understand how to use this correctly.  I'm using 33e, and the StartProfile linked in the Utils section.  I'm supposed to use this util at the Prepare for the Journey screen, correct?  I tried testing the export function with the first dwarf, with no skills assigned.  startprofile.exe -x 0 test.txt What I got back was:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Mining: 1348403210&amp;lt;br/&amp;gt;&lt;br /&gt;
Wood Cutter: 1565676876&amp;lt;br/&amp;gt;&lt;br /&gt;
Carpenter: 3801123&amp;lt;br/&amp;gt;&lt;br /&gt;
Engraving: 34079120&amp;lt;br/&amp;gt;&lt;br /&gt;
Record Keepe: 2293770&amp;lt;br/&amp;gt;&lt;br /&gt;
Liar: 34341293&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidator: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Conversationalist: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Comedian: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Flatterer: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Consoler: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Pacifier: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
When I try to set a dwarf's skills using StartProfile I end up with huge amounts of either negative or positive points available, with no changes being made to the dwarf's skills.  &amp;lt;br/ &amp;gt;--[[User:Stu72|Stu72]] 09:23, 11 December 2007 (EST)&lt;br /&gt;
: The offset for the skills must have changed. I guess I should've actually checked that, and not have assumed that just because the other values were correct, the skills were still correct. I'll check it out and post the appropriate fix. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
: The appropriate fix is redownloading it, when I hex edited the exe I messed it up field. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
:: Thanks, works beautifully.  It's a terrific time saver. --[[User:Stu72|Stu72]] 15:30, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How does one use this? The readme isn't very helpful. --[[User:Jackard|Jackard]] 01:08, 27 November 2007 (EST)&lt;br /&gt;
: Not knowing exactly what you're having trouble understanding, I'll give examples (the one thing I forgot to add in the readme).&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 0 Miner.txt&amp;lt;/code&amp;gt; - This will set the skill profile of the first Dwarf, in the list of units, to the skills in Miner.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 1 Jeweler.txt&amp;lt;/code&amp;gt; - This will set the skills on the second Dwarf, in the list of units, to the skills in Jeweler.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -x 3 Customprofile.txt&amp;lt;/code&amp;gt; - This will save the set of skills on the fourth Dwarf to Customprofile.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -v0.27.169.33b 0 Miner.txt&amp;lt;/code&amp;gt; Same as the first example, except it'll work on the previous version of Dwarf Fortress.&amp;lt;br /&amp;gt;-- [[User:Jifodus|Jifodus]] 03:28, 27 November 2007 (EST)&lt;br /&gt;
::Thanks, I'll try that out. --[[User:Jackard|Jackard]] 21:21, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33d by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A530 | 98 16 25 01 04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6A6 | 30 2E 32 37 2E 31 36 39 2E 33 33 64&lt;br /&gt;
  2A77C | 02&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 20:14, 3 December 2007 (EST)&lt;br /&gt;
:CBW; PUSH SS; AND EAX, 00000401h; ADD AH, BL; ADD [EAX], AL; ...  &lt;br /&gt;
:That makes no sense.  Must be missing something off the head end.&lt;br /&gt;
:3 unknown bytes; ADD [EAX+EAX], EAX; ...  No better.  Worse, even.&lt;br /&gt;
:4 unknown bytes; ADD AL, 00h; ADD [EAX], AL; ...  Unh uh.  Don't think so.&lt;br /&gt;
:8 unknown bytes; ESC-4(00); ...  Floating point?  Really?  No way.&lt;br /&gt;
:12 unknown bytes; LOCK OR [EAX], AL ...  Insane.&lt;br /&gt;
:I don't know what those bytes are, but they're not code.&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:23, 3 December 2007 (EST)&lt;br /&gt;
::You're right, they're data. First Row is (left to right, 5 dwords): [[User:Jifodus/Memory research#Addresses_3|Start Address]], Offset from address at start address, Dwarf List begin offset, Starting points offset, Skills offset, remaining skill points points. Second row is a character string (15 chars max). Third row is a dword indicating which data index is default.&lt;br /&gt;
:: &amp;lt;tt&amp;gt;//Start Addr, O, Lizt, Ponts, Skll, Remain&amp;lt;/tt&amp;gt; &lt;br /&gt;
:: &amp;lt;tt&amp;gt;{ 0x01251698, 4, 0xDC, 0x8F0, 0x70, 0x1C0 }&amp;lt;/tt&amp;gt; - The read/write locations and whatnot&lt;br /&gt;
:: &amp;lt;tt&amp;gt;&amp;quot;0.27.169.33d&amp;quot;&amp;lt;/tt&amp;gt; - Used for string comparison (-v flag)&lt;br /&gt;
:: &amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt; - The default version to use is the third in the list (what the above just added).&lt;br /&gt;
:: Configuration data can be found between 'DATA_SET' and 'TES_ATAD'. The list has enough space for 16 versions (3 are now in use). I'll just say I didn't want to have to recompile it for all the versions -- [[User:Jifodus|Jifodus]] 21:52, 6 December 2007 (EST)&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33e by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A550 |&amp;quot;98 26 25 01&amp;quot;04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6B5 | 30 2E 32 37 2E 31 36 39 2E 33 33&amp;quot;65&amp;quot;&lt;br /&gt;
  2A77C |&amp;quot;03&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Patching Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Due to someone being interested in running lavasquare on version 33g, I determined how to patch the exe to work with later versions. With a hex editor, open lavasquare.exe and find and replace with appropriate values (replace the X's with the values underneath for the version you want). I only tested it for 33f, but I'm assuming that the values for 33g are correct (since I got them off the wiki).&lt;br /&gt;
&lt;br /&gt;
 (CursorX)&lt;br /&gt;
 FIND:		EE 57 68 88 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EE 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         88 F2 8F  0&lt;br /&gt;
 33g		         88 62 90  0&lt;br /&gt;
 38a		         88 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorY)&lt;br /&gt;
 FIND:		EC 57 68 8C E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         8C F2 8F  0&lt;br /&gt;
 33g		         8C 62 90  0&lt;br /&gt;
 38a		         8C F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorZ)&lt;br /&gt;
 FIND:		E6 57 68 90 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	E6 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         90 F2 8F  0&lt;br /&gt;
 33g		         90 62 90  0&lt;br /&gt;
 38a		         90 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (MapBlocks)&lt;br /&gt;
 FIND:		FC 57 68 60 15 46 01 FF 35&lt;br /&gt;
 REPLACE:	FC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         68 25 46  1&lt;br /&gt;
 33g		         80 96 46  1&lt;br /&gt;
 38a		         CC 29 49  1&lt;br /&gt;
&lt;br /&gt;
 (To exit immediately after writing, since I don't want to&lt;br /&gt;
 verify the other offsets)&lt;br /&gt;
 FIND:		FF 35 5C 80 40 00 E8 88 61 00 00 0F BF 7D&lt;br /&gt;
 		F8 57 0F BF 7D FA 57 8B 7D FC 81 C7 60 06&lt;br /&gt;
 		00 00&lt;br /&gt;
 REPLACE:	FF 35 5C 80 40 00 E8 88 61 00 00 6A FF FF&lt;br /&gt;
 		25 6C B1 40 00 CC CC CC CC CC CC CC CC CC&lt;br /&gt;
 		CC CC&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 02:05, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
To modify the above for the same behavior as water:&lt;br /&gt;
 FIND:		07 00 20 00&lt;br /&gt;
 REPLACE:	07 00 00 00&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 17:09, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Addresses for 0.27.173.38a:&lt;br /&gt;
 CursorX 0x0092F288&lt;br /&gt;
 CursorY 0x0092F28C&lt;br /&gt;
 CursorZ 0x0092F290&lt;br /&gt;
 MapBlocks 0x014929CC&lt;br /&gt;
Offsets are still the same.&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 19:14, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lavasquare Popup? ==&lt;br /&gt;
&lt;br /&gt;
How do I remove the prompt? It is a painful thing for large projects. The macro below helps some, though. --[[User:Jackard|Jackard]] 08:05, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
 #Persistent&lt;br /&gt;
 SetTimer, CloseLava, 100&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 CloseLava:&lt;br /&gt;
 WinClose, lcc runtime&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 del::&lt;br /&gt;
 IfWinActive Dwarf Fortress&lt;br /&gt;
 {&lt;br /&gt;
   send {down}&lt;br /&gt;
   run C:\Program Files\Dwarf Fortress\Utilities\lavasquare 33g.exe&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
 else&lt;br /&gt;
 {&lt;br /&gt;
   send {del}&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Why does it seemingly stop working after a while? It runs but summons no magma/lava. --[[User:Spelguru|Spelguru]] 12:28, 18 January 2008 (EST)&lt;br /&gt;
:No idea, never run into the problem though I've used it quite thoroughly. --[[User:Jackard|Jackard]] 17:52, 18 January 2008 (EST)&lt;br /&gt;
:I've run into this once. Restarting DF fixed the problem. --[[User:SquirrelFarmer|SquirrelFarmer]] 09:50, 29 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8961</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8961"/>
		<updated>2008-02-14T13:18:48Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows some for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33c): [http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33d): [http://no.shizzle.se/~rgibbed/v0.27.169.33d/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Most Current tools ('''v0.27.169.33e''', none for '''v0.27.169.33g''' yet, unless you use memory.ini for the '''v0.27.169.33e''' tools):&lt;br /&gt;
&lt;br /&gt;
'''Current version out of date? Have skills to find the newer addresses? [[User:Rick#memory.ini|Check Rick's user page for details on memory.ini]].'''&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instructions: type cmd in run, put in the location for adjuststart.exe, navigate to the DF main menu, change the starting dwarf number and points in this format: C:\location\adjuststart.exe 10 9999 (gives 10 dwarves, 9999 points) then hit enter.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by antivirus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DF Merge by Ikkonoishi ==&lt;br /&gt;
A quick and dirty utility to merge the DF data files together. I plan on making it scriptable so that you can use it to combine mods together easily and sort out any conflicts. Right now it is only useful to merge init files together for different versions of DF. Any values that are shared across the two files are combined with the values from the source overwriting the destination. You then click on the text to select it and copy it into the init.txt file of the new version. &lt;br /&gt;
&lt;br /&gt;
Get it at http://www.mediafire.com/?d3yosptjze0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allow you to compare even folders or just files and it highlight where lines are different so see what make files different. So that can see what you want merge into one file or not.&lt;br /&gt;
&lt;br /&gt;
Which is at http://winmerge.org/ to download it. [[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8960</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8960"/>
		<updated>2008-02-13T13:30:41Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows some for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33c): [http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33d): [http://no.shizzle.se/~rgibbed/v0.27.169.33d/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Most Current tools ('''v0.27.169.33e''', none for '''v0.27.169.33g''' yet, unless you use memory.ini for the '''v0.27.169.33e''' tools):&lt;br /&gt;
&lt;br /&gt;
'''Current version out of date? Have skills to find the newer addresses? [[User:Rick#memory.ini|Check Rick's user page for details on memory.ini]].'''&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instructions: type cmd in run, put in the location for adjuststart.exe, navigate to the DF main menu, change the starting dwarf number and points in this format: C:\location\adjuststart.exe 10 9999 (gives 10 dwarves, 9999 points) then hit enter.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by antivirus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ikkonoishi's utilities ==&lt;br /&gt;
===DF Merge===&lt;br /&gt;
A quick and dirty utility to merge the DF data files together. I plan on making it scriptable so that you can use it to combine mods together easily and sort out any conflicts. Right now it is only useful to merge init files together for different versions of DF. Any values that are shared across the two files are combined with the values from the source overwriting the destination. You then click on the text to select it and copy it into the init.txt file of the new version. &lt;br /&gt;
&lt;br /&gt;
Get it at http://www.mediafire.com/?d3yosptjze0&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allow you to compare even folders or just files and it highlight where lines are different so see what make files different. So that can see what you want merge into one file or not.&lt;br /&gt;
&lt;br /&gt;
Which is at http://winmerge.org/ to download it. [[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11807</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11807"/>
		<updated>2008-02-09T00:30:53Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* Patching Lavasquare */ fix erro 38a (CursorZ)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
&lt;br /&gt;
:Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==reveal.exe==&lt;br /&gt;
&lt;br /&gt;
From what I've tested, reveal for 33a does not work for 33b. --[[User:Sparksol|Sparksol]] 13:39, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Correct.  It uses hardcoded offsets, which will change every time new code is added to DF.&lt;br /&gt;
:I have a version hacked for .33b, which I will not distribute out of respect for Rick.&lt;br /&gt;
:However, if you are skilled with a hex editor, here's what to do: change the first 5 occurances of the pattern 85 45 01 to the pattern 95 45 01.  (The 6th occurance of the pattern is a coincidental match and should not be changed.)  Then change the pattern 8C 33 89 00 to the pattern 8C 43 89 00.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually, as it happens, it looks like Rick has produced updated versions of his tools for .33b.  They were built on the 16th.  However he hasn't linked to them.  I don't know why.  The URL they're at requests that no links be made to them, so I'm not going to tell you. Sorry, you'll just have to do the hexedit.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:45, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just havn't mirrored them yet, that's all. --[[User:Rick|Rick]] 03:10, 19 November 2007 (EST)&lt;br /&gt;
::Hey, I'm curious why the file sizes ballooned.  Reveal went from 52k to 101k, a doubling in size.  Heal grew even more.  Maybe you didn't strip debugging info?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:42, 19 November 2007 (EST)&lt;br /&gt;
:::Usage of std libraries mostly. I made a library for working with DF so I wouldn't have to keep duplicating code through projects, and when writing it I figured I might as well make it more friendly for me to code in, hence usage of std:: stuff. --[[User:Rick|Rick]] 19:00, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whenever I try to open reveal.exe, the window will open up for a millisecond and then immedietely close. Is this a problem with the program or my windows? I am assuming its windows since everyone else seems to be able to use it. Has anyone else had this problem?--[[User:Varsashi|Varsashi]] 17:59, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It hasn't been updated to work with 33c, and doesn't. Hopefully it will be updated soon. If you're using 33b, it should open and close quickly but reveal all allocated squares. To allocate all squares for revealing, I'll repeat the advice I've seen elsewhere: go to the lowest level and designate the entire level for digging, then remove the dig designation and run the reveal utility. --[[User:Janus|Janus]] 20:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So how do people feel about deleting this section, and probably the heal.exe section above too?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:56, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to use warp.exe?==&lt;br /&gt;
How do you use warp.exe? There's no information on how to use these on the page.--[[User:Demosthenes|Demosthenes]] 02:10, 21 November 2007 (EST)&lt;br /&gt;
: &amp;lt;code&amp;gt;warp.exe&amp;lt;/code&amp;gt; by itself will list your current cursor position. After you have the position you want to warp a creature to, you do &amp;lt;code&amp;gt;warp.exe &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&amp;lt;/code&amp;gt; as arguments, and it will warp the selected creature (selected with 'V'iew) to that destination, if it can. --[[User:Rick|Rick]] 18:10, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==StartProfile==&lt;br /&gt;
Perhaps, I don't understand how to use this correctly.  I'm using 33e, and the StartProfile linked in the Utils section.  I'm supposed to use this util at the Prepare for the Journey screen, correct?  I tried testing the export function with the first dwarf, with no skills assigned.  startprofile.exe -x 0 test.txt What I got back was:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Mining: 1348403210&amp;lt;br/&amp;gt;&lt;br /&gt;
Wood Cutter: 1565676876&amp;lt;br/&amp;gt;&lt;br /&gt;
Carpenter: 3801123&amp;lt;br/&amp;gt;&lt;br /&gt;
Engraving: 34079120&amp;lt;br/&amp;gt;&lt;br /&gt;
Record Keepe: 2293770&amp;lt;br/&amp;gt;&lt;br /&gt;
Liar: 34341293&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidator: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Conversationalist: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Comedian: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Flatterer: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Consoler: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Pacifier: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
When I try to set a dwarf's skills using StartProfile I end up with huge amounts of either negative or positive points available, with no changes being made to the dwarf's skills.  &amp;lt;br/ &amp;gt;--[[User:Stu72|Stu72]] 09:23, 11 December 2007 (EST)&lt;br /&gt;
: The offset for the skills must have changed. I guess I should've actually checked that, and not have assumed that just because the other values were correct, the skills were still correct. I'll check it out and post the appropriate fix. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
: The appropriate fix is redownloading it, when I hex edited the exe I messed it up field. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
:: Thanks, works beautifully.  It's a terrific time saver. --[[User:Stu72|Stu72]] 15:30, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How does one use this? The readme isn't very helpful. --[[User:Jackard|Jackard]] 01:08, 27 November 2007 (EST)&lt;br /&gt;
: Not knowing exactly what you're having trouble understanding, I'll give examples (the one thing I forgot to add in the readme).&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 0 Miner.txt&amp;lt;/code&amp;gt; - This will set the skill profile of the first Dwarf, in the list of units, to the skills in Miner.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 1 Jeweler.txt&amp;lt;/code&amp;gt; - This will set the skills on the second Dwarf, in the list of units, to the skills in Jeweler.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -x 3 Customprofile.txt&amp;lt;/code&amp;gt; - This will save the set of skills on the fourth Dwarf to Customprofile.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -v0.27.169.33b 0 Miner.txt&amp;lt;/code&amp;gt; Same as the first example, except it'll work on the previous version of Dwarf Fortress.&amp;lt;br /&amp;gt;-- [[User:Jifodus|Jifodus]] 03:28, 27 November 2007 (EST)&lt;br /&gt;
::Thanks, I'll try that out. --[[User:Jackard|Jackard]] 21:21, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33d by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A530 | 98 16 25 01 04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6A6 | 30 2E 32 37 2E 31 36 39 2E 33 33 64&lt;br /&gt;
  2A77C | 02&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 20:14, 3 December 2007 (EST)&lt;br /&gt;
:CBW; PUSH SS; AND EAX, 00000401h; ADD AH, BL; ADD [EAX], AL; ...  &lt;br /&gt;
:That makes no sense.  Must be missing something off the head end.&lt;br /&gt;
:3 unknown bytes; ADD [EAX+EAX], EAX; ...  No better.  Worse, even.&lt;br /&gt;
:4 unknown bytes; ADD AL, 00h; ADD [EAX], AL; ...  Unh uh.  Don't think so.&lt;br /&gt;
:8 unknown bytes; ESC-4(00); ...  Floating point?  Really?  No way.&lt;br /&gt;
:12 unknown bytes; LOCK OR [EAX], AL ...  Insane.&lt;br /&gt;
:I don't know what those bytes are, but they're not code.&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:23, 3 December 2007 (EST)&lt;br /&gt;
::You're right, they're data. First Row is (left to right, 5 dwords): [[User:Jifodus/Memory research#Addresses_3|Start Address]], Offset from address at start address, Dwarf List begin offset, Starting points offset, Skills offset, remaining skill points points. Second row is a character string (15 chars max). Third row is a dword indicating which data index is default.&lt;br /&gt;
:: &amp;lt;tt&amp;gt;//Start Addr, O, Lizt, Ponts, Skll, Remain&amp;lt;/tt&amp;gt; &lt;br /&gt;
:: &amp;lt;tt&amp;gt;{ 0x01251698, 4, 0xDC, 0x8F0, 0x70, 0x1C0 }&amp;lt;/tt&amp;gt; - The read/write locations and whatnot&lt;br /&gt;
:: &amp;lt;tt&amp;gt;&amp;quot;0.27.169.33d&amp;quot;&amp;lt;/tt&amp;gt; - Used for string comparison (-v flag)&lt;br /&gt;
:: &amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt; - The default version to use is the third in the list (what the above just added).&lt;br /&gt;
:: Configuration data can be found between 'DATA_SET' and 'TES_ATAD'. The list has enough space for 16 versions (3 are now in use). I'll just say I didn't want to have to recompile it for all the versions -- [[User:Jifodus|Jifodus]] 21:52, 6 December 2007 (EST)&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33e by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A550 |&amp;quot;98 26 25 01&amp;quot;04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6B5 | 30 2E 32 37 2E 31 36 39 2E 33 33&amp;quot;65&amp;quot;&lt;br /&gt;
  2A77C |&amp;quot;03&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Patching Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Due to someone being interested in running lavasquare on version 33g, I determined how to patch the exe to work with later versions. With a hex editor, open lavasquare.exe and find and replace with appropriate values (replace the X's with the values underneath for the version you want). I only tested it for 33f, but I'm assuming that the values for 33g are correct (since I got them off the wiki).&lt;br /&gt;
&lt;br /&gt;
 (CursorX)&lt;br /&gt;
 FIND:		EE 57 68 88 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EE 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         88 F2 8F  0&lt;br /&gt;
 33g		         88 62 90  0&lt;br /&gt;
 38a		         88 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorY)&lt;br /&gt;
 FIND:		EC 57 68 8C E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         8C F2 8F  0&lt;br /&gt;
 33g		         8C 62 90  0&lt;br /&gt;
 38a		         8C F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorZ)&lt;br /&gt;
 FIND:		E6 57 68 90 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	E6 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         90 F2 8F  0&lt;br /&gt;
 33g		         90 62 90  0&lt;br /&gt;
 38a		         90 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (MapBlocks)&lt;br /&gt;
 FIND:		FC 57 68 60 15 46 01 FF 35&lt;br /&gt;
 REPLACE:	FC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         68 25 46  1&lt;br /&gt;
 33g		         80 96 46  1&lt;br /&gt;
 38a		         CC 29 49  1&lt;br /&gt;
&lt;br /&gt;
 (To exit immediately after writing, since I don't want to&lt;br /&gt;
 verify the other offsets)&lt;br /&gt;
 FIND:		FF 35 5C 80 40 00 E8 88 61 00 00 0F BF 7D&lt;br /&gt;
 		F8 57 0F BF 7D FA 57 8B 7D FC 81 C7 60 06&lt;br /&gt;
 		00 00&lt;br /&gt;
 REPLACE:	FF 35 5C 80 40 00 E8 88 61 00 00 6A FF FF&lt;br /&gt;
 		25 6C B1 40 00 CC CC CC CC CC CC CC CC CC&lt;br /&gt;
 		CC CC&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 02:05, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
To modify the above for the same behavior as water:&lt;br /&gt;
 FIND:		07 00 20 00&lt;br /&gt;
 REPLACE:	07 00 00 00&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 17:09, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Addresses for 0.27.173.38a:&lt;br /&gt;
 CursorX 0x0092F288&lt;br /&gt;
 CursorY 0x0092F28C&lt;br /&gt;
 CursorZ 0x0092F290&lt;br /&gt;
 MapBlocks 0x014929CC&lt;br /&gt;
Offsets are still the same.&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 19:14, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lavasquare Popup? ==&lt;br /&gt;
&lt;br /&gt;
How do I remove the prompt? It is a painful thing for large projects. The macro below helps some, though. --[[User:Jackard|Jackard]] 08:05, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
 #Persistent&lt;br /&gt;
 SetTimer, CloseLava, 100&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 CloseLava:&lt;br /&gt;
 WinClose, lcc runtime&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 del::&lt;br /&gt;
 IfWinActive Dwarf Fortress&lt;br /&gt;
 {&lt;br /&gt;
   send {down}&lt;br /&gt;
   run C:\Program Files\Dwarf Fortress\Utilities\lavasquare 33g.exe&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
 else&lt;br /&gt;
 {&lt;br /&gt;
   send {del}&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Why does it seemingly stop working after a while? It runs but summons no magma/lava. --[[User:Spelguru|Spelguru]] 12:28, 18 January 2008 (EST)&lt;br /&gt;
:No idea, never run into the problem though I've used it quite thoroughly. --[[User:Jackard|Jackard]] 17:52, 18 January 2008 (EST)&lt;br /&gt;
:I've run into this once. Restarting DF fixed the problem. --[[User:SquirrelFarmer|SquirrelFarmer]] 09:50, 29 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31452</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31452"/>
		<updated>2008-01-31T18:00:30Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
= Under my dwarf fortuness =&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
===Skills===&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
**Proficient Animal dissector &lt;br /&gt;
**Proficient Ambusher &lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Trapper &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Butcher&lt;br /&gt;
**Proficient Tanner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
* 1 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** All meat so dwarf have variety&lt;br /&gt;
** 26 for each dwarve alchol&lt;br /&gt;
*51 plump helmet spawn &lt;br /&gt;
*51 pig tail seeds &lt;br /&gt;
*51 rock nuts&lt;br /&gt;
*51 cave wheat seeds&lt;br /&gt;
*51 sweet pod seeds&lt;br /&gt;
*51 Dimple cup spawn for heck of it&lt;br /&gt;
* iron anvil&lt;br /&gt;
* 4 granite&lt;br /&gt;
* 2 tower-cap logs&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 6 war dogs&lt;br /&gt;
* no cats&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31451</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31451"/>
		<updated>2008-01-31T17:59:30Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
= Under my dwarf fortuness =&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
===Skills===&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
**Proficient Animal dissector &lt;br /&gt;
**Proficient Ambusher &lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Trapper &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Butcher&lt;br /&gt;
**Proficient Tanner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
* 1 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** All meat so dwarf have variety&lt;br /&gt;
** 26 for each dwarve alchol&lt;br /&gt;
*51 plump helmet spawn &lt;br /&gt;
*51 pig tail seeds &lt;br /&gt;
*51 rock nuts&lt;br /&gt;
*51 cave wheat seeds&lt;br /&gt;
*51 sweet pod seeds&lt;br /&gt;
*51 Dimple cup spawn for heck of it&lt;br /&gt;
* iron anvil&lt;br /&gt;
* 4 granite&lt;br /&gt;
* 2 tower-cap logs&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 6 war dogs&lt;br /&gt;
* no cats&lt;br /&gt;
&lt;br /&gt;
Final cost build&lt;br /&gt;
7174&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31450</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31450"/>
		<updated>2008-01-31T17:46:39Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
= Under my dwarf fortuness =&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
===Skills===&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
**Proficient Animal dissector &lt;br /&gt;
**Proficient Ambusher &lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Trapper &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Butcher&lt;br /&gt;
**Proficient Tanner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
* 1 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 26 for each dwarve alchol&lt;br /&gt;
*51 plump helmet spawn &lt;br /&gt;
*51 pig tail seeds &lt;br /&gt;
*51 rock nuts&lt;br /&gt;
*51 cave wheat seeds&lt;br /&gt;
*51 sweet pod seeds&lt;br /&gt;
*51 Dimple cup spawn for heck of it&lt;br /&gt;
* iron anvil&lt;br /&gt;
* 4 granite&lt;br /&gt;
* 2 tower-cap logs&lt;br /&gt;
* 40 magnetite&lt;br /&gt;
* 40 bituminous coal &lt;br /&gt;
* 20 limestone&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 6 war dogs&lt;br /&gt;
* no cats&lt;br /&gt;
&lt;br /&gt;
Final cost build&lt;br /&gt;
7174&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31449</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31449"/>
		<updated>2008-01-31T17:46:09Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* Skills */  update with do in g version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
= Under my dwarf fortuness =&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
===Skills===&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
**Proficient Animal dissector &lt;br /&gt;
**Proficient Ambusher &lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Trapper &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Butcher&lt;br /&gt;
**Proficient Tanner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
* 1 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 26 for each dwarve alchol&lt;br /&gt;
*51 plump helmet spawn &lt;br /&gt;
*51 pig tail seeds &lt;br /&gt;
*51 rock nuts&lt;br /&gt;
*51 cave wheat seeds&lt;br /&gt;
*51 sweet pod seeds&lt;br /&gt;
*51 Dimple cup spawn for heck of it&lt;br /&gt;
* iron anvil&lt;br /&gt;
* 4 granite&lt;br /&gt;
* 2 tower-cap logs&lt;br /&gt;
* 40 magnetite&lt;br /&gt;
* 40 bituminous coal &lt;br /&gt;
* 20 limestone&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 2 adams(my own creation&lt;br /&gt;
* 2 war dogs&lt;br /&gt;
* 2 war adams&lt;br /&gt;
* no cats&lt;br /&gt;
&lt;br /&gt;
Final cost build&lt;br /&gt;
7174&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27657</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27657"/>
		<updated>2007-12-19T14:43:47Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* N */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
See [[Adding New Civilization]] for related modding information and examples.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to swim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Implies AMPHIBIOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. (Giant Cave Spiders have this at 1, but most other creatures have it at 2. The difference between these values is unknown.)&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits after the magma river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered. And maybe affects warmth? (Requires confirmation)&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it.&lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_TALK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near the cave river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near the chasm.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near the magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token?&lt;br /&gt;
* value&lt;br /&gt;
* value&lt;br /&gt;
* value&lt;br /&gt;
| Determines special personality traits?&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECKLESS&lt;br /&gt;
| &lt;br /&gt;
| Will not flee battles (?).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK&lt;br /&gt;
| &lt;br /&gt;
* 1st minimum&lt;br /&gt;
* 1st maximum&lt;br /&gt;
* 2nd minimum&lt;br /&gt;
* 2nd maximum&lt;br /&gt;
* 3rd minimum&lt;br /&gt;
* 3rd maximum&lt;br /&gt;
| Number of groups (of RIVERATTACK_GROUP size) that appear during attacks. Each pair of min/max numbers is used at a different time, starting with the first pair and moving to the 2nd and 3rd pair later in the game.&lt;br /&gt;
[RIVERATTACK:1:1:1:2:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_CANUSEWELL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to ambush through wells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Number (min/max) of creatures that appear in each group when attacking from river, chasm, or lava. &lt;br /&gt;
[RIVERATTACK_GROUP:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_RESIDENT&lt;br /&gt;
| &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_CAVERIVER&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the cave river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_CHASM&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the chasm.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_FLIES&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_LAVA&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the magma river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| Like VERMIN_SOIL, but appears in groups?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SWAMPER&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the swamps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31448</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31448"/>
		<updated>2007-12-08T21:12:47Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
= Under my dwarf fortuness =&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
===Skills===&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
* 1 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 26 for each dwarve alchol&lt;br /&gt;
*51 plump helmet spawn &lt;br /&gt;
*51 pig tail seeds &lt;br /&gt;
*51 rock nuts&lt;br /&gt;
*51 cave wheat seeds&lt;br /&gt;
*51 sweet pod seeds&lt;br /&gt;
*51 Dimple cup spawn for heck of it&lt;br /&gt;
* iron anvil&lt;br /&gt;
* 4 granite&lt;br /&gt;
* 2 tower-cap logs&lt;br /&gt;
* 40 magnetite&lt;br /&gt;
* 40 bituminous coal &lt;br /&gt;
* 20 limestone&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 2 adams(my own creation&lt;br /&gt;
* 2 war dogs&lt;br /&gt;
* 2 war adams&lt;br /&gt;
* no cats&lt;br /&gt;
&lt;br /&gt;
Final cost build&lt;br /&gt;
7174&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31447</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31447"/>
		<updated>2007-12-08T21:10:09Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
= Under my dwarf fortuness =&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
===Skills===&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
* 1 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 26 for each dwarve alchol&lt;br /&gt;
*51 plump helmet spawn &lt;br /&gt;
*51 pig tail seeds &lt;br /&gt;
*51 rock nuts&lt;br /&gt;
*51 cave wheat seeds&lt;br /&gt;
*51 sweet pod seeds&lt;br /&gt;
*51 Dimple cup spawn for heck of it&lt;br /&gt;
* iron anvil&lt;br /&gt;
* 4 granite&lt;br /&gt;
* 2 tower-cap logs&lt;br /&gt;
* 40 magnetite&lt;br /&gt;
* 40 bituminous coal &lt;br /&gt;
* 20 limestone&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 2 adams(my own creation&lt;br /&gt;
* 2 war dogs&lt;br /&gt;
* 2 war adams&lt;br /&gt;
* no cats&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31446</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31446"/>
		<updated>2007-12-08T20:00:10Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
= Under my dwarf fortuness =&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
===Skills===&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
*2 copper picks&lt;br /&gt;
* 2 battle axe&lt;br /&gt;
* 4 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 25 for each dwarve alchol&lt;br /&gt;
*25 plump helmet spawn &lt;br /&gt;
*10 pig tail seeds &lt;br /&gt;
*10 rock nuts&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 2 adams(my own creation&lt;br /&gt;
* 2 war dogs&lt;br /&gt;
* 2 war adams&lt;br /&gt;
* no cats&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31445</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31445"/>
		<updated>2007-12-08T19:59:38Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
=== Under my dwarf fortuness ===&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
===Skills===&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
*2 copper picks&lt;br /&gt;
* 2 battle axe&lt;br /&gt;
* 4 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 25 for each dwarve alchol&lt;br /&gt;
*25 plump helmet spawn &lt;br /&gt;
*10 pig tail seeds &lt;br /&gt;
*10 rock nuts&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 2 adams(my own creation&lt;br /&gt;
* 2 war dogs&lt;br /&gt;
* 2 war adams&lt;br /&gt;
* no cats&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31444</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31444"/>
		<updated>2007-12-08T19:57:26Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
=== Under my dwarf fortuness ===&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
=Skills=&lt;br /&gt;
*Give to all Dwarf&lt;br /&gt;
**Proficient Swimmer&lt;br /&gt;
**Proficient Armor user &lt;br /&gt;
**Proficient Axedwarf &lt;br /&gt;
**Proficient Hammerdwarf &lt;br /&gt;
**Proficient Macedwarf &lt;br /&gt;
**Proficient Marksdwarf &lt;br /&gt;
**Proficient Shield user &lt;br /&gt;
**Proficient Speardwarf &lt;br /&gt;
**Proficient Swordsdwarf &lt;br /&gt;
**Proficient Wrestler &lt;br /&gt;
&lt;br /&gt;
*1st dwarf- he admin of fortess in early start&lt;br /&gt;
**Proficient Miner &lt;br /&gt;
**Proficient Persuader&lt;br /&gt;
**Proficient Negotiator&lt;br /&gt;
**Proficient Liar&lt;br /&gt;
**Proficient Intimidator&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
**Proficient Conversationalist&lt;br /&gt;
**Proficient Comedian   &lt;br /&gt;
**Proficient Flatterer &lt;br /&gt;
**Proficient Consoler  &lt;br /&gt;
**Proficient Pacifier &lt;br /&gt;
&lt;br /&gt;
*2nd dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Mason &lt;br /&gt;
**Proficient Engraver&lt;br /&gt;
**Proficient Building designer&lt;br /&gt;
&lt;br /&gt;
*3rd dwarf&lt;br /&gt;
**Proficient Woodcutter&lt;br /&gt;
**Proficient Carpenter &lt;br /&gt;
**Proficient Bowyer&lt;br /&gt;
&lt;br /&gt;
*4th dwarf&lt;br /&gt;
**Proficient Grower&lt;br /&gt;
**Proficient Herbalist &lt;br /&gt;
&lt;br /&gt;
*5th dwarf&lt;br /&gt;
**Proficient Mechanic&lt;br /&gt;
**Proficient Building designer &lt;br /&gt;
**Proficient Stone Crafter&lt;br /&gt;
**Proficient Wood Crafter&lt;br /&gt;
**Proficient Metal crafter &lt;br /&gt;
**Proficient Bone Carver&lt;br /&gt;
&lt;br /&gt;
*6th dwarf&lt;br /&gt;
**Proficient Fisherdwarf&lt;br /&gt;
**Proficient Fish cleaner &lt;br /&gt;
**Proficient Armorsmith &lt;br /&gt;
**Proficient Furnace operator &lt;br /&gt;
**Proficient Blacksmith &lt;br /&gt;
**Proficient Weaponsmith &lt;br /&gt;
**Proficient Wood Burner&lt;br /&gt;
&lt;br /&gt;
*7th dwarf&lt;br /&gt;
**Proficient Brewer&lt;br /&gt;
**Proficient Cook&lt;br /&gt;
&lt;br /&gt;
This stepup cost 3745 points for skills.&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
*2 copper picks&lt;br /&gt;
* 2 battle axe&lt;br /&gt;
* 4 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 25 for each dwarve alchol&lt;br /&gt;
*25 plump helmet spawn &lt;br /&gt;
*10 pig tail seeds &lt;br /&gt;
*10 rock nuts&lt;br /&gt;
&lt;br /&gt;
= Animals =&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 2 adams(my own creation&lt;br /&gt;
* 2 war dogs&lt;br /&gt;
* 2 war adams&lt;br /&gt;
* no cats&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31443</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31443"/>
		<updated>2007-12-08T17:21:22Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
=== Under my dwarf fortuness ===&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
=Skills=&lt;br /&gt;
*1st dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
*Proficient Miner/Proficient Mason &lt;br /&gt;
*Proficient Woodcutter/Proficient Carpenter &lt;br /&gt;
*Proficient Grower/Proficient Herbalist &lt;br /&gt;
*Proficient Mechanic/Proficient Building designer &lt;br /&gt;
*Proficient Fisherdwarf/Proficient Fish cleaner &lt;br /&gt;
*Proficient Brewer/Proficient Cook &lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
*2 copper picks&lt;br /&gt;
* 2 battle axe&lt;br /&gt;
* 4 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 25 for each dwarve alchol&lt;br /&gt;
*25 plump helmet spawn &lt;br /&gt;
*10 pig tail seeds &lt;br /&gt;
*10 rock nuts&lt;br /&gt;
&lt;br /&gt;
= Animals =&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 2 adams(my own creation&lt;br /&gt;
* 2 war dogs&lt;br /&gt;
* 2 war adams&lt;br /&gt;
* no cats&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31442</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31442"/>
		<updated>2007-12-08T17:20:46Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;br /&gt;
&lt;br /&gt;
=== Under my dwarf fortuness ===&lt;br /&gt;
&lt;br /&gt;
==changes==&lt;br /&gt;
* Add another dog create adamatine bars, since program did like corspe tag to have ore in it&lt;br /&gt;
* boost dog so harding kill can guard forteness better also so more 1 puppy at once round 1 to 5&lt;br /&gt;
* dwarf -[CREATURE:DWARF]&lt;br /&gt;
**	[SPEED:1]&lt;br /&gt;
**	[MAXAGE:150:170]&lt;br /&gt;
**	[DAMBLOCK:900]&lt;br /&gt;
**	[NOEMOTION][NOEXERT][NOFEAR][NOSMELLYROT][WEBIMMUNE][FIREIMMUNE_SUPER]&lt;br /&gt;
**	[SWIMS_LEARNED][SWIM_SPEED:1]&lt;br /&gt;
** my dwarves are not alcholic dependent :P&lt;br /&gt;
***Think of add no drink and no food tag and no sleep tag to my so can more better&lt;br /&gt;
&lt;br /&gt;
== build ==&lt;br /&gt;
Should note right now I just copy off first forteness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example. &lt;br /&gt;
==Skills==&lt;br /&gt;
*1st dwarf&lt;br /&gt;
**Proficient Miner&lt;br /&gt;
**Proficient Appraiser&lt;br /&gt;
**Proficient Judge of intent&lt;br /&gt;
**Proficient Organizer&lt;br /&gt;
**Proficient Record keeper.&lt;br /&gt;
*Proficient Miner/Proficient Mason &lt;br /&gt;
*Proficient Woodcutter/Proficient Carpenter &lt;br /&gt;
*Proficient Grower/Proficient Herbalist &lt;br /&gt;
*Proficient Mechanic/Proficient Building designer &lt;br /&gt;
*Proficient Fisherdwarf/Proficient Fish cleaner &lt;br /&gt;
*Proficient Brewer/Proficient Cook &lt;br /&gt;
&lt;br /&gt;
==Items ==&lt;br /&gt;
Stuff barrel always make 1 above number that has factors of 5&lt;br /&gt;
*2 copper picks&lt;br /&gt;
* 2 battle axe&lt;br /&gt;
* 4 Anvil&lt;br /&gt;
* At least 100 pieces meat &lt;br /&gt;
** only use meat cost 2☼&lt;br /&gt;
** 25 for each dwarve alchol&lt;br /&gt;
*25 plump helmet spawn &lt;br /&gt;
*10 pig tail seeds &lt;br /&gt;
*10 rock nuts&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
* 2 dogs&lt;br /&gt;
* 2 adams(my own creation&lt;br /&gt;
* 2 war dogs&lt;br /&gt;
* 2 war adams&lt;br /&gt;
* no cats&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31441</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31441"/>
		<updated>2007-12-08T16:15:57Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: /* skills values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;br /&gt;
&lt;br /&gt;
have not double check constant though&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31440</id>
		<title>User:Omagaalpha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Omagaalpha&amp;diff=31440"/>
		<updated>2007-12-08T16:14:14Z</updated>

		<summary type="html">&lt;p&gt;Omagaalpha: New page:  Memory editing might post discusion done more work lol == skills values == I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Memory editing&lt;br /&gt;
might post discusion done more work lol&lt;br /&gt;
== skills values ==&lt;br /&gt;
I hope this is right place but just found out that if subtrack 4 off skill number that you want to find you can change value skill higher then that. How I found it  is after lookup total for that person I scroll up found values.&lt;br /&gt;
&lt;br /&gt;
for 7 person&lt;br /&gt;
value for user 10A6BE08 &lt;br /&gt;
minining 10A6BCB8&lt;br /&gt;
pacifier 10A6BDF4&lt;/div&gt;</summary>
		<author><name>Omagaalpha</name></author>
	</entry>
</feed>