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		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233903</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233903"/>
		<updated>2017-11-28T11:29:55Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* History of packs */ Split first section into chronological order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Packs or Starter packs are packages to get people started with Dwarf Fortress. Simply download the one for your operating system and start playing Dwarf Fortress with all the best utilities and graphics/tilesets.&lt;br /&gt;
&lt;br /&gt;
Despite the name, the modern packs are ideal for new and veteran players alive. Using a pack lets you focus on playing the game, while still having access to quality of life additions like graphics/tilesets, utilities, and being able to change common settings without editing text files.&lt;br /&gt;
&lt;br /&gt;
Packs also make a great basis to start your own set of modifications from as you don't need to find, configure, compile, install, and update every tool for yourself.&lt;br /&gt;
&lt;br /&gt;
Separate packs are available for Windows, Mac, and Linux. Each platform's version is maintained by different community contributors. These can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Pack? ==&lt;br /&gt;
&lt;br /&gt;
A Starter pack or Lazy Newb pack includes all the utilities that a veteran player might want, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be okay.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also important to note that most of the contents of each pack were created by many members of the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - and not least Tarn and Zach for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
== Where do I get a Pack? ==&lt;br /&gt;
&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=163211.0 Linux: Enay's LinuxLNP]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=158322.0 Mac: Lazy Mac Pack]===&lt;br /&gt;
&lt;br /&gt;
A Lazy Newb Pack for Mac with lots of graphics packs but with not so many utilities.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== History of packs==&lt;br /&gt;
&lt;br /&gt;
Maintaining a pack is a lot of work and over the years people inevitable lose time or motivation to update their packs. Eventually someone new steps up and releases their own pack.&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
==== The first Lazy New Pack ====&lt;br /&gt;
&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot.0.31.12.v4.6.png|frame|right|Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png|frame|right|Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first pack with the name Lazy Newb Pack (LNP) was created by [http://www.bay12forums.com/smf/index.php?action=profile;u=16293 LucasUP] for Windows and DF version 0.31.12 and posted [http://www.bay12forums.com/smf/index.php?topic=59026 | in the bay12forums] on June 11, 2010. Before the LNP, it was becoming common for the community to bundle up their own distributions of Dwarf Fortress with tile sets, graphics, and mods to make them more accessible to players. Other notable packs from this era are [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus graphics] and [http://www.bay12forums.com/smf/index.php?topic=53649.0 Mayday's Graphic Set]. The LNP distinguished itself by providing an interface for changing common DF settings, instead of editing the raw text files included with the game.&lt;br /&gt;
&lt;br /&gt;
The first versions of the  LNP included a text-based interface (seen on the right) that only permitted the user to enable/disable [[aquifers]] and choose from the Phoebus, Mayday, and Ironhand graphics packs. They included the utilities [[DFHack]], [[Dwarf Foreman]], [[Dwarf Therapist]], [http://www.bay12forums.com/smf/index.php?topic=57428.0 PerfectWorldDF], [http://www.joelpt.net/quickfort/  Quickfort], [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] , [[Stonesense]].&lt;br /&gt;
&lt;br /&gt;
==== The original launcher with a GUI ====&lt;br /&gt;
&lt;br /&gt;
On December 31, 2010 [http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333 LucasUP released] the first version of the Lazy Newb Pack that contained the graphical interface launcher that is well known today. It became the key component of the pack, which allows easy configuration of the DF installation, choose graphics packs, launching of utilities, and provided one click toggling of settings instead of editing configuration files by hand.  The original launcher was built with Visual Basic and .NET 3.5, and for several years this meant that the LNP was only available for Windows systems.&lt;br /&gt;
&lt;br /&gt;
In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible, but also required manual configuration. This launcher was never finished and so never achieved wide usage, however some early Mac and Linux packs were available based on this version. It wasn't a complete pack, but just the launcher component that could be used to build platform-specific packs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Lnp-gui1.png|The original LNP launcher, Options Tab&lt;br /&gt;
File:Lnp-gui2.png|The graphics tab&lt;br /&gt;
File:Lnp-gui3.png|The utilities tab&lt;br /&gt;
File:Lnp-gui5.png|The advanced tab&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The End of the First Age ====&lt;br /&gt;
&lt;br /&gt;
In order to elicit help and contributions from the community LucasUP opensourced his graphical interface in February 2013 by releasing [https://github.com/LucasUP/LazyNewbPack/| the source on github] ([http://www.bay12forums.com/smf/index.php?topic=123384.0 forum post]).&lt;br /&gt;
&lt;br /&gt;
By the late autumn of year 2013 the LNP was out of date with new DF releases, and users were clamoring for an update. LucasUP's life had become to busy to focus on the LNP. On November 16, 2013 LucasUP declared his tenure as overseer over, thanked the community for their support and gave his blessings for the successor packs that had appeared on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px dashed grey; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Hello guys. I think I have to apologize for my long absence.  :(&lt;br /&gt;
&lt;br /&gt;
Yes it was my intention to let others work on and maybe eventually take over The Lazy Newb pack after I had released it open source. But It was NOT my intention to go dead silent for so long and have it be such a forced/jarring transition. I'm really sorry about that.&lt;br /&gt;
Of course other life responsibilities took me away from LNP, but I don't really have great excuses for why I didn't at least give you guys any updates on myself or re-direct you to other versions sooner, other than just my mind has been elsewhere.&lt;br /&gt;
&lt;br /&gt;
Sorry for any frustration this has caused you guys, and I hope I haven't caused too much ill-will. I feel like a jerk and like I've just been trying to avoid confronting that. :(&lt;br /&gt;
I've updated the OP to link to the new Windows/Linux/Mac packages. If there's anything else you guys would like to see from me, I am happy to hear from you.&lt;br /&gt;
I do read and respond to my PMs too, if you wanted to say/ask me something in private.&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
&lt;br /&gt;
I just also wanted to say, on a more positive note, that I am really happy and proud to see how many people have cared enough about LNP to want to continue it and work on it. The fact that there is now working and regularly updated Win/Mac/Linux versions is really fantastic, and its something I would have never achieved myself. So, thanks to the DF community! You guys and girls are awesome.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-- [http://www.bay12forums.com/smf/index.php?topic=59026.msg4768489#msg4768489 original post]&lt;br /&gt;
&lt;br /&gt;
==== PyLNP: The modern cross platform launcher ====&lt;br /&gt;
&lt;br /&gt;
In mid-2014 Pidgeot released the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] built in Python and compatible with all platforms. As of 2017 the PyLNP is the core launcher of all lazy newb / starter packs available. A number of improvements to the feature set have been made since the original windows-only launcher by LucasUP, including raw merging of graphics to perserve settings, mod management, color schemes, and managing multiple installations of Dwarf Fortress. There are [http://pylnp.birdiesoft.dk/docs/dev/#id5 even more] not mentioned here.&lt;br /&gt;
&lt;br /&gt;
All modern packs since 2014 use the PyLNP launcher. Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.&lt;br /&gt;
&lt;br /&gt;
PyLNP started as a port of LucasUP and tolyK’s Lazy Newb Pack Launcher to Python, with the goal of making a launcher available on all the platforms supported by Dwarf Fortress. Its biggest innovation is the [http://pylnp.birdiesoft.dk/docs/dev/content.html PyLNP content format], a standard for defining manifests for graphics, tilesets, keybinds, utilities, etc that allows a modular and custom pack to be built.&lt;br /&gt;
&lt;br /&gt;
=== Lazy? Newb? Starter Pack? ===&lt;br /&gt;
&lt;br /&gt;
The original pack by LucasUP was named the Lazy Newb Pack, and LucasUP themselves explained the name as &amp;quot;This package is for *Newbs* and those too *Lazy* to put everything together every new version&amp;quot; (emphasis original). Most derivative packs over the years have retained that name more out of brand recognition and as homage to LucasUP's first attempts.&lt;br /&gt;
&lt;br /&gt;
In November 2013 PeridexisErrant, the maintainer of the current pack for the Windows platform, renamed his pack from &amp;quot;PeridexisErrant's LNP&amp;quot; to &amp;quot;PeridexisErrant's Starter Pack&amp;quot;. He [https://www.reddit.com/r/dwarffortress/comments/1qt7c1/df_starter_pack_updated_classic_lazy_newb_pack/cdgpqxq/ has said] the primary reason for the renaming was to distinguish the old legacy LNP from his own pack when providing support to players, as often players would have a problem with the pack and ask PeridexisErrant for help only for him to discover they were using an older version of the pack that he didn't publish nor maintain. He changed the name before the [[DF2014:Release_information|big 2014 release]] in order to help steer new players towards his new maintained starter pack, and prevent them from finding and using old unsupported versions of the LNP.&lt;br /&gt;
&lt;br /&gt;
PeridexisErrant has also said that the purview of the pack has expanded over the years and is no longer just for those new to the game (newbs) but also for experienced players, and that he disliked the term &amp;quot;lazy&amp;quot; for derogatorily implying that players are lazy. Given the difficulty and challenges associated with Dwarf Fortress, where to be come proficient one must work hard and expend effort, it is safe to say that its players are not lazy.&lt;br /&gt;
&lt;br /&gt;
The maintainers of the different Mac OSX packs have used different names over the years including MacNewbie, and Lazy Mac Pack. The Linux maintainers have remained with the original LNP moniker.&lt;br /&gt;
&lt;br /&gt;
=== Other historical packs ===&lt;br /&gt;
&lt;br /&gt;
Early on, while there were releases of Dwarf Fortress for Mac and Linux, there were no Lazy Newb Packs offered. The very first batch-script based version of LucasUP's LNP inadvertently worked on Linux via wine, but after the switch to the GUI launcher built with .NET, support for Linux was lost.&lt;br /&gt;
&lt;br /&gt;
The general availability of GUI based launchers (and the packs built around) them for Mac and Linux didn't come about until Dricus' java-based launcher project [http://www.bay12forums.com/smf/index.php?topic=130236.msg4521675#msg4521675 in August 2013].&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
In April 2012, [http://www.bay12forums.com/smf/index.php?action=profile;u=69756 iXen] released [http://www.bay12forums.com/smf/index.php?topic=106790.0 the MacNewbie Pack] as an alternative to the Windows LNP. It was for version r 0.34.07 of Dwarf Fortress. The pack was updated for several months until its final release v0.6 Cyan in May. The pack was notable as it included the first GUI launcher for Mac OS. It was built with Apple's Cocoa technology and included special keybindings to make gameplay easier on Apple Wireless &amp;amp; MacBook Keyboards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Macnewbie2.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
File:Macnewbie1.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=94479 Fricy] released [http://www.bay12forums.com/smf/index.php?topic=128960  his spiritual successor] to the MacNewbie pack on July 10, 2014 for Dwarf Fortress v0.40.01. It was based on Dricus' cross platform java launcher has 26 releases from July 2014 until November 28, 2015. It was last updated in November 2015 in January Dwarf Fortress v0.42.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux] created by Andrewd18 in September 2013, was a Linux installer shell script that installed the Dwarf Fortress Lazy Newb Pack. It downloaded and built a DF installation from available source code and binaries, and also checked for the dependencies required by 64-bit systems.  The home of this pack was [https://github.com/andrewd18/df-lnp-installer on Github]. It was last updated on June 2014 for Dwarf Fortress v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] released in July 2014 was a more traditional package of compiled utilities that was previously maintained and tested on Ubuntu. It was last updated in March 2015 for Dwarf Fortress v0.40.24.&lt;br /&gt;
&lt;br /&gt;
In March 2017 [http://www.bay12forums.com/smf/index.php?action=profile;u=114577 Enay] took up maintainership of the LNP for Linux calling it [http://www.bay12forums.com/smf/index.php?topic=163211.0 LinuxLNP] and released only for 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
== The Making of a Pack ==&lt;br /&gt;
&lt;br /&gt;
There are many people involved in the making of a LNP/Starter pack for Dwarf Fortress, starting from Tarn and Zach releasing DF, to they many tilesets and graphics creators, the creators of the utilities (e.g, Soundsense, Dwarf Therapist),  the reverse engineering work down by the [[DFHack]] folks, to the many more who contribute on the forums, help manage bug reports, create and test mods, etc.&lt;br /&gt;
&lt;br /&gt;
Creating a pack is a process of curating a set of tilesets, graphics, and utilities and bundling them together with a launcher as well as the latest Dwarf Fortress release, then, optionally, making this bundle available for download&lt;br /&gt;
&lt;br /&gt;
Over the years the process of making a pack has become more formalized and automated, and a community has formed to make the process easier and provide continuity when someone inevitably retires.&lt;br /&gt;
&lt;br /&gt;
As of 2017, pack maintenance and creation is centered around the following projects:&lt;br /&gt;
&lt;br /&gt;
* The [https://bitbucket.org/Pidgeot/python-lnp PyLNP launcher] is maintained by Pidgeot and is available on bitbucket&lt;br /&gt;
* The [https://github.com/Lazy-Newb-Pack LazyNewbPack organization on github] provides a home for shared resources and code&lt;br /&gt;
* The [https://github.com/DFgraphics/DFgraphics DFgraphics github repository] is a shared home for graphics and tilesets to ease routine maintenance&lt;br /&gt;
* The [https://github.com/PeridexisErrant/starter-pack starter-pack builder] by PeridexisErrant that helps build a pack from scratch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233902</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=233902"/>
		<updated>2017-11-28T11:28:14Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* The Making of a Pack */ minor grammatical changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Packs or Starter packs are packages to get people started with Dwarf Fortress. Simply download the one for your operating system and start playing Dwarf Fortress with all the best utilities and graphics/tilesets.&lt;br /&gt;
&lt;br /&gt;
Despite the name, the modern packs are ideal for new and veteran players alive. Using a pack lets you focus on playing the game, while still having access to quality of life additions like graphics/tilesets, utilities, and being able to change common settings without editing text files.&lt;br /&gt;
&lt;br /&gt;
Packs also make a great basis to start your own set of modifications from as you don't need to find, configure, compile, install, and update every tool for yourself.&lt;br /&gt;
&lt;br /&gt;
Separate packs are available for Windows, Mac, and Linux. Each platform's version is maintained by different community contributors. These can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Pack? ==&lt;br /&gt;
&lt;br /&gt;
A Starter pack or Lazy Newb pack includes all the utilities that a veteran player might want, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be okay.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also important to note that most of the contents of each pack were created by many members of the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - and not least Tarn and Zach for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
== Where do I get a Pack? ==&lt;br /&gt;
&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=163211.0 Linux: Enay's LinuxLNP]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=158322.0 Mac: Lazy Mac Pack]===&lt;br /&gt;
&lt;br /&gt;
A Lazy Newb Pack for Mac with lots of graphics packs but with not so many utilities.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== History of packs==&lt;br /&gt;
&lt;br /&gt;
Maintaining a pack is a lot of work and over the years people inevitable lose time or motivation to update their packs. Eventually someone new steps up and releases their own pack.&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
==== The first Lazy New Pack ====&lt;br /&gt;
&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot.0.31.12.v4.6.png|frame|right|Screenshot of the primary user interface in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
[[image:Lazy-newb-pack-screenshot2.0.31.12.v4.6.png|frame|right|Screenshot of the graphics selection screen in Lazy Newb Pack v4.6 for DF 0.31.12 from June 2010. Created on Linux in 2017 with wine. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first pack with the name Lazy Newb Pack (LNP) was created by [http://www.bay12forums.com/smf/index.php?action=profile;u=16293 LucasUP] for Windows and DF version 0.31.12 and posted [http://www.bay12forums.com/smf/index.php?topic=59026 | in the bay12forums] on June 11, 2010. Before the LNP, it was becoming common for the community to bundle up their own distributions of Dwarf Fortress with tile sets, graphics, and mods to make them more accessible to players. Other notable packs from this era are [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus graphics] and [http://www.bay12forums.com/smf/index.php?topic=53649.0 Mayday's Graphic Set]. The LNP distinguished itself by providing an interface for changing common DF settings, instead of editing the raw text files included with the game.&lt;br /&gt;
&lt;br /&gt;
The first versions of the  LNP included a text-based interface (seen on the right) that only permitted the user to enable/disable [[aquifers]] and choose from the Phoebus, Mayday, and Ironhand graphics packs. They included the utilities [[DFHack]], [[Dwarf Foreman]], [[Dwarf Therapist]], [http://www.bay12forums.com/smf/index.php?topic=57428.0 PerfectWorldDF], [http://www.joelpt.net/quickfort/  Quickfort], [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] , [[Stonesense]].&lt;br /&gt;
&lt;br /&gt;
In order to elicit help and contributions from the community LucasUP opensourced his graphical interface in February 2013 by releasing [https://github.com/LucasUP/LazyNewbPack/| the source on github] ([http://www.bay12forums.com/smf/index.php?topic=123384.0 forum post]).&lt;br /&gt;
&lt;br /&gt;
By the late autumn of year 2013 the LNP was out of date with new DF releases, and users were clamoring for an update. LucasUP's life had become to busy to focus on the LNP. On November 16, 2013 LucasUP declared his tenure as overseer over, thanked the community for their support and gave his blessings for the successor packs that had appeared on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px dashed grey; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Hello guys. I think I have to apologize for my long absence.  :(&lt;br /&gt;
&lt;br /&gt;
Yes it was my intention to let others work on and maybe eventually take over The Lazy Newb pack after I had released it open source. But It was NOT my intention to go dead silent for so long and have it be such a forced/jarring transition. I'm really sorry about that.&lt;br /&gt;
Of course other life responsibilities took me away from LNP, but I don't really have great excuses for why I didn't at least give you guys any updates on myself or re-direct you to other versions sooner, other than just my mind has been elsewhere.&lt;br /&gt;
&lt;br /&gt;
Sorry for any frustration this has caused you guys, and I hope I haven't caused too much ill-will. I feel like a jerk and like I've just been trying to avoid confronting that. :(&lt;br /&gt;
I've updated the OP to link to the new Windows/Linux/Mac packages. If there's anything else you guys would like to see from me, I am happy to hear from you.&lt;br /&gt;
I do read and respond to my PMs too, if you wanted to say/ask me something in private.&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
&lt;br /&gt;
I just also wanted to say, on a more positive note, that I am really happy and proud to see how many people have cared enough about LNP to want to continue it and work on it. The fact that there is now working and regularly updated Win/Mac/Linux versions is really fantastic, and its something I would have never achieved myself. So, thanks to the DF community! You guys and girls are awesome.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
-- [http://www.bay12forums.com/smf/index.php?topic=59026.msg4768489#msg4768489 original post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The original launcher with a GUI ====&lt;br /&gt;
&lt;br /&gt;
On December 31, 2010 [http://www.bay12forums.com/smf/index.php?topic=59026.msg1845333#msg1845333 LucasUP released] the first version of the Lazy Newb Pack that contained the graphical interface launcher that is well known today. It became the key component of the pack, which allows easy configuration of the DF installation, choose graphics packs, launching of utilities, and provided one click toggling of settings instead of editing configuration files by hand.  The original launcher was built with Visual Basic and .NET 3.5, and for several years this meant that the LNP was only available for Windows systems.&lt;br /&gt;
&lt;br /&gt;
In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible, but also required manual configuration. This launcher was never finished and so never achieved wide usage, however some early Mac and Linux packs were available based on this version. It wasn't a complete pack, but just the launcher component that could be used to build platform-specific packs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Lnp-gui1.png|The original LNP launcher, Options Tab&lt;br /&gt;
File:Lnp-gui2.png|The graphics tab&lt;br /&gt;
File:Lnp-gui3.png|The utilities tab&lt;br /&gt;
File:Lnp-gui5.png|The advanced tab&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PyLNP: The modern cross platform launcher ====&lt;br /&gt;
&lt;br /&gt;
In mid-2014 Pidgeot released the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] built in Python and compatible with all platforms. As of 2017 the PyLNP is the core launcher of all lazy newb / starter packs available. A number of improvements to the feature set have been made since the original windows-only launcher by LucasUP, including raw merging of graphics to perserve settings, mod management, color schemes, and managing multiple installations of Dwarf Fortress. There are [http://pylnp.birdiesoft.dk/docs/dev/#id5 even more] not mentioned here.&lt;br /&gt;
&lt;br /&gt;
All modern packs since 2014 use the PyLNP launcher. Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.&lt;br /&gt;
&lt;br /&gt;
PyLNP started as a port of LucasUP and tolyK’s Lazy Newb Pack Launcher to Python, with the goal of making a launcher available on all the platforms supported by Dwarf Fortress. Its biggest innovation is the [http://pylnp.birdiesoft.dk/docs/dev/content.html PyLNP content format], a standard for defining manifests for graphics, tilesets, keybinds, utilities, etc that allows a modular and custom pack to be built.&lt;br /&gt;
&lt;br /&gt;
=== Lazy? Newb? Starter Pack? ===&lt;br /&gt;
&lt;br /&gt;
The original pack by LucasUP was named the Lazy Newb Pack, and LucasUP themselves explained the name as &amp;quot;This package is for *Newbs* and those too *Lazy* to put everything together every new version&amp;quot; (emphasis original). Most derivative packs over the years have retained that name more out of brand recognition and as homage to LucasUP's first attempts.&lt;br /&gt;
&lt;br /&gt;
In November 2013 PeridexisErrant, the maintainer of the current pack for the Windows platform, renamed his pack from &amp;quot;PeridexisErrant's LNP&amp;quot; to &amp;quot;PeridexisErrant's Starter Pack&amp;quot;. He [https://www.reddit.com/r/dwarffortress/comments/1qt7c1/df_starter_pack_updated_classic_lazy_newb_pack/cdgpqxq/ has said] the primary reason for the renaming was to distinguish the old legacy LNP from his own pack when providing support to players, as often players would have a problem with the pack and ask PeridexisErrant for help only for him to discover they were using an older version of the pack that he didn't publish nor maintain. He changed the name before the [[DF2014:Release_information|big 2014 release]] in order to help steer new players towards his new maintained starter pack, and prevent them from finding and using old unsupported versions of the LNP.&lt;br /&gt;
&lt;br /&gt;
PeridexisErrant has also said that the purview of the pack has expanded over the years and is no longer just for those new to the game (newbs) but also for experienced players, and that he disliked the term &amp;quot;lazy&amp;quot; for derogatorily implying that players are lazy. Given the difficulty and challenges associated with Dwarf Fortress, where to be come proficient one must work hard and expend effort, it is safe to say that its players are not lazy.&lt;br /&gt;
&lt;br /&gt;
The maintainers of the different Mac OSX packs have used different names over the years including MacNewbie, and Lazy Mac Pack. The Linux maintainers have remained with the original LNP moniker.&lt;br /&gt;
&lt;br /&gt;
=== Other historical packs ===&lt;br /&gt;
&lt;br /&gt;
Early on, while there were releases of Dwarf Fortress for Mac and Linux, there were no Lazy Newb Packs offered. The very first batch-script based version of LucasUP's LNP inadvertently worked on Linux via wine, but after the switch to the GUI launcher built with .NET, support for Linux was lost.&lt;br /&gt;
&lt;br /&gt;
The general availability of GUI based launchers (and the packs built around) them for Mac and Linux didn't come about until Dricus' java-based launcher project [http://www.bay12forums.com/smf/index.php?topic=130236.msg4521675#msg4521675 in August 2013].&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
In April 2012, [http://www.bay12forums.com/smf/index.php?action=profile;u=69756 iXen] released [http://www.bay12forums.com/smf/index.php?topic=106790.0 the MacNewbie Pack] as an alternative to the Windows LNP. It was for version r 0.34.07 of Dwarf Fortress. The pack was updated for several months until its final release v0.6 Cyan in May. The pack was notable as it included the first GUI launcher for Mac OS. It was built with Apple's Cocoa technology and included special keybindings to make gameplay easier on Apple Wireless &amp;amp; MacBook Keyboards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:Macnewbie2.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
File:Macnewbie1.png|Screenshot of the MacNewbie pack v0.6 Cyan for Dwarf Fortress v0.34.11 by iXen. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=94479 Fricy] released [http://www.bay12forums.com/smf/index.php?topic=128960  his spiritual successor] to the MacNewbie pack on July 10, 2014 for Dwarf Fortress v0.40.01. It was based on Dricus' cross platform java launcher has 26 releases from July 2014 until November 28, 2015. It was last updated in November 2015 in January Dwarf Fortress v0.42.04.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux] created by Andrewd18 in September 2013, was a Linux installer shell script that installed the Dwarf Fortress Lazy Newb Pack. It downloaded and built a DF installation from available source code and binaries, and also checked for the dependencies required by 64-bit systems.  The home of this pack was [https://github.com/andrewd18/df-lnp-installer on Github]. It was last updated on June 2014 for Dwarf Fortress v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] released in July 2014 was a more traditional package of compiled utilities that was previously maintained and tested on Ubuntu. It was last updated in March 2015 for Dwarf Fortress v0.40.24.&lt;br /&gt;
&lt;br /&gt;
In March 2017 [http://www.bay12forums.com/smf/index.php?action=profile;u=114577 Enay] took up maintainership of the LNP for Linux calling it [http://www.bay12forums.com/smf/index.php?topic=163211.0 LinuxLNP] and released only for 64-bit systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Making of a Pack ==&lt;br /&gt;
&lt;br /&gt;
There are many people involved in the making of a LNP/Starter pack for Dwarf Fortress, starting from Tarn and Zach releasing DF, to they many tilesets and graphics creators, the creators of the utilities (e.g, Soundsense, Dwarf Therapist),  the reverse engineering work down by the [[DFHack]] folks, to the many more who contribute on the forums, help manage bug reports, create and test mods, etc.&lt;br /&gt;
&lt;br /&gt;
Creating a pack is a process of curating a set of tilesets, graphics, and utilities and bundling them together with a launcher as well as the latest Dwarf Fortress release, then, optionally, making this bundle available for download&lt;br /&gt;
&lt;br /&gt;
Over the years the process of making a pack has become more formalized and automated, and a community has formed to make the process easier and provide continuity when someone inevitably retires.&lt;br /&gt;
&lt;br /&gt;
As of 2017, pack maintenance and creation is centered around the following projects:&lt;br /&gt;
&lt;br /&gt;
* The [https://bitbucket.org/Pidgeot/python-lnp PyLNP launcher] is maintained by Pidgeot and is available on bitbucket&lt;br /&gt;
* The [https://github.com/Lazy-Newb-Pack LazyNewbPack organization on github] provides a home for shared resources and code&lt;br /&gt;
* The [https://github.com/DFgraphics/DFgraphics DFgraphics github repository] is a shared home for graphics and tilesets to ease routine maintenance&lt;br /&gt;
* The [https://github.com/PeridexisErrant/starter-pack starter-pack builder] by PeridexisErrant that helps build a pack from scratch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=224187</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=224187"/>
		<updated>2016-03-11T22:21:21Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Update to add Enay's Linux LNP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:12, 3 November 2014 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
&lt;br /&gt;
The Lazy Newb Pack was a pre-configured package for Windows containing Dwarf Fortress, a launcher program, and a small collection of [[graphics]] packs and [[utilities]].  While the original has been discontinued, it has been replaced by similar packs for all three platforms supported by DF (Windows, OS X, and Linux). These can be found at http://lazynewbpack.com or further down this page.&lt;br /&gt;
&lt;br /&gt;
The current packs are ideal for new players, or anyone who doesn't want to find, configure, install, and update everything for themselves.&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
These new packs generally include all the utilities that a veteran player might want on a new computer, while configuring everything in such a way that it is still easier for new players.  In general, it's safe to simply ignore any option you don't understand and trust that the default settings will be OK.&lt;br /&gt;
&lt;br /&gt;
The packages are built around the idea that newbies will likely have more difficulty with the game than with a package of utilities - which often make the game easier - and that there are many players who are not new but would still prefer an option to get all the extras in one place with a minimum of fiddling.  Most include just about everything that still works and could be useful.  &lt;br /&gt;
&lt;br /&gt;
It is also worth noting that most of the contents of each pack were created by the community and just collected, configured, and redistributed by the maintainer of each pack.  Of course there are a few personal touches too, but the vast majority of each is thanks to others - not least Toady for Dwarf Fortress itself.&lt;br /&gt;
&lt;br /&gt;
==Current Packs==&lt;br /&gt;
All of these packs use the [http://www.bay12forums.com/smf/index.php?topic=140808.0 PyLNP] launcher, maintained by Pidgeot. (Note that &amp;quot;PyLNP&amp;quot; and &amp;quot;LNP&amp;quot; are not interchangeable - the former refers to the launcher itself, while the latter refers to a pack as a whole.)&lt;br /&gt;
{{#randorder:&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=126076 Windows: PeridexisErrant's DF Starter Pack]===&lt;br /&gt;
&lt;br /&gt;
This pack is maintained by PeridexisErrant, and aims to include everything - while ensuring that ignoring any option still works for new players.  Contents and a changelog are listed on the forum thread (linked above).&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=128960 Mac OS X: MacNewbie Reborn]===&lt;br /&gt;
&lt;br /&gt;
This pack is an updated version of the old MacNewbie Cyan pack, maintained by Fricy.&lt;br /&gt;
|&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=156011 Linux: Enay's Unofficial Lazy Newb Pack]===&lt;br /&gt;
&lt;br /&gt;
This package by Enay is a traditional package of compiled utilities, actively maintained and tested on Debian Jessie (64bit). It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, but support or continuing updates are not guaranteed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Old, Retired, and Obsolete Packs==&lt;br /&gt;
&lt;br /&gt;
This section is provided for information, and should not be interpreted as a recommendation for these packs.  It may however be interesting to look back at how the LNP/Starter Pack movement evolved.  &lt;br /&gt;
&lt;br /&gt;
==== The original GUI / Launcher ====&lt;br /&gt;
&lt;br /&gt;
A key component of the LNP is a launcher, which allows easy configuration of the DF install, launches utilities, and generally means that you can simply click a button instead of having to edit configuration files by hand.  The original launcher was windows-only, being coded in Visual Basic, and for several years meant that the LNP was only available for Windows computers.  In 2012 Dricus created a [http://www.bay12forums.com/smf/index.php?topic=124613 Java-based launcher], which was cross platform and more flexible - but also required manual configuration and it was never finished.  Mac and Linux packs were available based on this version.  As of mid-2014, both have been replaced by the [http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP launcher] (Python) on all platforms.&lt;br /&gt;
&lt;br /&gt;
==== The First LNP ====&lt;br /&gt;
&lt;br /&gt;
The first Lazy Newb Pack was created in 2010.  It was a Windows-only package containing Dwarf Fortress, a launcher program, and a small collection of [[graphics]] packs and [[utilities]]; it was [http://www.bay12forums.com/smf/index.php?topic=59026 officially discontinued] in November 2013 since it had not been updated in over a year.  &lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack]===&lt;br /&gt;
&lt;br /&gt;
This package by Beautato is a more traditional package of compiled utilities, actively maintained and tested on Ubuntu. It should work out-of-the-box with Debian-derived (Ubuntu, Mint, etc.) distributions, and contains workarounds for common issues on other distros (for example, zlib/libpng issues such as the &amp;quot;tileset not found&amp;quot; error).&lt;br /&gt;
&lt;br /&gt;
==== [http://www.bay12forums.com/smf/index.php?topic=130792 Lazy Newb Pack Installer for Linux (outdated)] ====&lt;br /&gt;
&lt;br /&gt;
Created by Andrewd18, the Linux installer is a shell script that installs the Dwarf Fortress Lazy Newb Pack. It downloads and builds a DF installation from available source code and binaries, and also checks for the dependencies required by 64-bit systems.  The home of this pack is [https://github.com/andrewd18/df-lnp-installer on Github]. Unfortunately, it is unmaintained since June 2014.  If Beautato's or Enay's packs don't work on your platform it may be worth trying it anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Utilities}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=224186</id>
		<title>Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=224186"/>
		<updated>2016-03-11T22:12:21Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* Lazy Newb Pack */ Update Linux link, link text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:28, 28 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Utilities''' are third party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. To avoid namespace clutter websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third party programs, and contains development threads for most of them.&lt;br /&gt;
&lt;br /&gt;
The [[Utilities#Lazy Newb Pack|Lazy Newb Pack]] is an effort to make Dwarf Fortress more accessible for new players by bundling and configuring utilities, graphics and tilesets, and extras such as reference material or more intuitive controls.  &lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] ===&lt;br /&gt;
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc. - or even know what you need to get.  The newer packs also include many third-party fixes for common bugs, which work automatically, and a large number of significant user interface improvements.  The launcher makes changing settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a game of Dwarf Fortress.  See the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] page for more information, or the forum thread for your platform. &lt;br /&gt;
&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Starter Pack] (Windows)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] (OS X)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=156011 Unofficial Linux LNP] (Linux)&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP] ===&lt;br /&gt;
A cross-platform LNP port, written in Python.  The launcher and configuration interface for all of the Lazy Newb Packs.  PyLNP is under active development for bugfixes, addition of features pioneered by other launchers, and creation of entirely new features - such as rebuilding the raws of modded saves to change graphics packs.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=102316 Manila Launcher] ===&lt;br /&gt;
A Java interface that allows easy option toggling, update and devlog checking, and tileset, mod and color scheme switching.  Designed for players who prefer vanilla DF to a bundle like the above.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside Dwarf Fortress, and can follow the main game's view, updating in real time. It is included in DFHack, and can be opened by typing &amp;lt;code&amp;gt;stonesense&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ssense&amp;lt;/code&amp;gt; into the console window.  &lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=63484 Fortress Overseer] ===&lt;br /&gt;
Fortress Overseer is the only 3D visualizer supporting v0.31. It has been completely rewritten and is currently updated to support v0.34.11 and v0.31.25. Overseer works indirectly, by using [[Utility:DFHack|DFHack]]'s &amp;lt;code&amp;gt;mapexport&amp;lt;/code&amp;gt; to export a file which can then be rendered in 3D.  DirectX 9 must be installed, though this requirement is not documented. Has not been tested for 0.40.13.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=146473.0 Armok Vision] ===&lt;br /&gt;
Armok Vision is a 3D real-time visualizer using Unity for version 0.40.24. It works as a separate program communicating with the game through fast network interfaces.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld] ===&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode. It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with [[Utility:DFHack|DFHack]] to display a game view at full spatial resolution in wider context, including tracking the game view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.  You can look it up on the [http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], or directly download it at [http://df.zweistein.cz/soundsense/ the SoundSense homepage]. Due to it being written in Java, Soundsense is portable to all platforms.&lt;br /&gt;
&lt;br /&gt;
Due to development having slowed down, a [https://github.com/calmhorizons/soundsense fork] was released that most notably disables the broken auto-updater and adds the option to minimize Soundsense to the system tray.&lt;br /&gt;
&lt;br /&gt;
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:DFHack|DFHack]] is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Runs on Windows, Linux, and OS X.  The standard configuration enables a variety of included bugfixes and interface upgrades, and provides many useful tools such as &amp;quot;clean all&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=139553.0 official forum thread].  Code releases are available from the [https://github.com/DFHack/dfhack/downloads Github site], along with [https://github.com/DFHack/dfhack old] and [https://github.com/DFHack/dfhack/releases new binaries].&lt;br /&gt;
&lt;br /&gt;
Falconne's UI plugins are included in DFHack, as are automation tools Autolabor, Workflow, Autobutcher, and many others.  &lt;br /&gt;
&lt;br /&gt;
==== User Interface Plugins ====&lt;br /&gt;
A collection of DFHack plugins by Falconne that improve the in-game interface with features such as:&lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.&lt;br /&gt;
&lt;br /&gt;
==== Binary patches ====&lt;br /&gt;
Binary patches are utilities made by users to fix known bugs that haven't been addressed by the development team yet. DF2014 is in active development, so there are no binary patches yet.&lt;br /&gt;
&lt;br /&gt;
==== Feature plugins ====&lt;br /&gt;
These plugins add features to the game.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=127116 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=128487 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=136155 Dwarven Emigration], a plugin that allows unhappy dwarves to emigrate with their families.&lt;br /&gt;
&lt;br /&gt;
==== Interaction plugins ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=135597 DFHack scripts designed for modders to use as &amp;quot;spells&amp;quot;] (not in standard package)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous plugins ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=135506 DFHack script collection] (not in standard package)&lt;br /&gt;
&lt;br /&gt;
==Dwarf Therapist==&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=122968 Dwarf Therapist]===&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. &lt;br /&gt;
&lt;br /&gt;
Splinterz' fork of Dwarf Therapist is the currently updated version, and available for Windows, Mac and GNU + Linux.  Besides the Bay12 forum thread, there's more information on the [https://github.com/splintermind/Dwarf-Therapist GitHub project page].&lt;br /&gt;
&lt;br /&gt;
See the [http://www.bay12forums.com/smf/index.php?topic=122968 forum thread] for current downloads.&lt;br /&gt;
&lt;br /&gt;
====[[Utility:Dwarf Therapist/Addons Repository|Dwarf Therapist Addons Repository]]====&lt;br /&gt;
&lt;br /&gt;
A collection of customizations for Dwarf Therapist submitted by the community.&lt;br /&gt;
&lt;br /&gt;
Addons include:&lt;br /&gt;
&lt;br /&gt;
* custom professions&lt;br /&gt;
* custom roles&lt;br /&gt;
* optimization plans&lt;br /&gt;
* filter scripts&lt;br /&gt;
* new grid views&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&amp;lt;strike&amp;gt;=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.  DF Designator uses 'typewriter style' playback, and is thus very slow for large projects.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
Quickfort is a utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Recent versions of Quickfort work by converting the blueprint into a native macro for Dwarf Fortress, then executing the macro.  This allows for enormously faster playback compared to early versions or DF Designator.&lt;br /&gt;
&lt;br /&gt;
====[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 Quickfort Community Blueprints]====&lt;br /&gt;
&lt;br /&gt;
A large collection of blueprints, published to remove the last hint of hassle in creating a fortress.  You can download the lot without a paid account [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip here].&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=55025 ChromaFort]===&lt;br /&gt;
Chromafort is a tool designed to complement [[Utilities#Quickfort|Quickfort]], by converting images into quickfort-compatible .csv files.  It works with 24-bit bitmap (.bmp) files.  There are a number of known issues that can affect any image that is not square, and the size must be an exponent of two (8, 16, 32, 64...); other images may show nonexistent colours and/or come out highly distorted.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=138590 Picturefort]===&lt;br /&gt;
Picturefort is an attempt to make &amp;quot;Chromafort, but ''better''&amp;quot; - it performs the same function of converting an image to a [[Utilities#Quickfort|Quickfort]]-compatible .csv file.  Unlike Chromafort, Picturefort can handle a large number of image formats (though .bmp or .png are recommended); images can be of any shape and within reason size; and while as of May 2014 it is only available on Windows there are plans for a Linux version.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=154849.0 Symmetricity]===&lt;br /&gt;
A fortress planner with a focus on multiple planes of symmetry. It can output csv for quickfort. It's early in development so it's probably not suitable for serious use cases.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===&lt;br /&gt;
&lt;br /&gt;
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
A tree-based raw files browser, editor and manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===&lt;br /&gt;
A python script that generates raws based on custom real-life material values.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===&lt;br /&gt;
A python script that generates random creature raws.&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
Requires an additional (tiny) download to be functional for current versions (40.#): [http://dffd.wimbli.com/file.php?id=8756 WorldGen.xml] .  Easy access to world settings for quick modification to allow highly customized world generation far easier and faster than DF's ingame advanced map maker.  [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://pastebin.com/jdVKPzpt Fortress World Generator] ===&lt;br /&gt;
A bash script for automating world generation of large numbers of worlds on GNU/Linux.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=137076.msg5085575#msg5085575 Satellite Map Maker] ===&lt;br /&gt;
A GIMP script based on the Dwarf Map Maker that creates a satellite image of Dwarf Fortress world maps.&lt;br /&gt;
&lt;br /&gt;
==Legends tools==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702 Legends Viewer] ===&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=154617 unofficial branch for 0.42.XX version of DF]&lt;br /&gt;
&lt;br /&gt;
Legends Viewer loads up the legends you can export in a much more usable format than the legends mode of DF itself.  Legends viewer can open pages in new tabs, filter information on a wide range of criteria, and displays information on the map as well. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
It takes four files as input:  the legends xml file, the sites and pops text, world history text, and a map image.  It can load these separately, but it is recommended to load them as a single compressed archive (folder) - the xml can be multiple GB uncompressed for long histories, and reduce to less than 5% of its size.  &lt;br /&gt;
&lt;br /&gt;
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters.  This is caused by Workflow, which saves it's settings as unreadable historical figures.  There are several ways to fix this: &lt;br /&gt;
* Clear the workflow settings in fortress mode before exporting legends&lt;br /&gt;
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)&lt;br /&gt;
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=128932.0 World Viewer] ===&lt;br /&gt;
An alternative to Legends Viewer that most specifically features a timeline of historical events. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.uristmaps.org Uristmaps] ===&lt;br /&gt;
A web-based interface that displays worlds in the way of an interactive map complete with features and structures.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=155307.0 LegendsBrowser] ===&lt;br /&gt;
A browser based multi-platform (Win, Linux, OSX) Viewer. Supports legends_plus.xml generated via DFHack.&lt;br /&gt;
&lt;br /&gt;
== Remote playing tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Dfterm3|dfterm]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:Dfterm3|Dfterm3]] is a remote Dwarf Fortress playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on modern - or even played if a bluetooth keyboard is attached.  The web interface should work with Chrome or Firefox browsers, and there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.&lt;br /&gt;
&lt;br /&gt;
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===&lt;br /&gt;
&lt;br /&gt;
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===&lt;br /&gt;
A remote SSH-based Dwarf Fortress host software.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===&lt;br /&gt;
&lt;br /&gt;
The latest remote browser-based playing software.&lt;br /&gt;
&lt;br /&gt;
==Language tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===&lt;br /&gt;
A language creating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===&lt;br /&gt;
A language editing and translating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===&lt;br /&gt;
A little tool meant to prevent redundancy when importing or updating language files.&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===&lt;br /&gt;
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.&lt;br /&gt;
&lt;br /&gt;
==Announcement tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===&lt;br /&gt;
&lt;br /&gt;
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===&lt;br /&gt;
&lt;br /&gt;
An alternative to DFMon written in Java (and thus portable to Linux and OS X).&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=153777 Announcement Window+]===&lt;br /&gt;
&lt;br /&gt;
Announcement Window+ is a python application that interfaces with Dwarf Fortress to print announcements and combat reports to a separate window. It was written to fix some annoying bugs that are present in DF Announcement Filter, which is no longer being updated.&lt;br /&gt;
&lt;br /&gt;
==Filesharing websites==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===&lt;br /&gt;
{{main|Utility:Dwarf Fortress Map Archive}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.&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;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===&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;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===&lt;br /&gt;
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarfs.&lt;br /&gt;
&lt;br /&gt;
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===&lt;br /&gt;
A python script that generates random names in the way of kobold utterances&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=717.0 CMVPlayer] === &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;
===[https://play.google.com/store/apps/details?id=dae.dfnews Dwarf Fortress News - Android App]===&lt;br /&gt;
Watches the Dwarf Fortress devblog. Receives Push Notifications on new updates.&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickfort_Community_Blueprints&amp;diff=221426</id>
		<title>Quickfort Community Blueprints</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickfort_Community_Blueprints&amp;diff=221426"/>
		<updated>2015-11-29T13:24:17Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: New version 2.3; on DFFD with all the extra blueprints I could find.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Quickfort Community Blueprints pack is a collection of blueprints for use with Quickfort, drawn from all over the community.[http://dffd.bay12games.com/file.php?id=8185 The most recent version of the pack (v2.3)] comes with images to help visualise most designs. It is included in the [[Utility:Lazy Newb Pack|Lazy Newb Pack]].  &lt;br /&gt;
&lt;br /&gt;
If you want to share your designs: blueprint sets can be packaged as a .zip file and uploaded to a file host, [http://dffd.wimbli.com the DFFD] is preferred, and you can add a link to this page!&lt;br /&gt;
&lt;br /&gt;
==Previous Blueprint Repositories==&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=8185 The latest (v2.3) pack], maintained by PeridexisErrant.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/download/2x40cv93i9gd1r0/Community_Quickfort_Blueprints_v2.2.zip (v2.2) collated pack]&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/download/5fp46epm3fe1z8b/Community_Quickfort_Blueprints_v2.1.zip (v2.1) collated pack]&lt;br /&gt;
&lt;br /&gt;
[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 (v2.0) collated pack, unzipped], and a [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip zipped version of it] (otherwise requires paid account to download all at once).  &lt;br /&gt;
&lt;br /&gt;
Version one of the collated package is available [http://www.mediafire.com/df_qfcommunity here]. &lt;br /&gt;
&lt;br /&gt;
The remainder of the page is a set of simple Quickfort-compatible blueprints to give you a sense of what can be done. &lt;br /&gt;
&lt;br /&gt;
== Circle Pack ==&lt;br /&gt;
=== 11-tile circle ===&lt;br /&gt;
  #dig start(6;6;Center tile) 11-tile circle&lt;br /&gt;
  `,`,`,`,d,d,d,`,`,`,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,`,`,`,d,d,d,`,`,`,`,#&lt;br /&gt;
&lt;br /&gt;
=== 13-tile circle ===&lt;br /&gt;
  #dig start(7;7;Center tile) 13-tile circle&lt;br /&gt;
  `,`,`,`,`,d,d,d,`,`,`,`,`,#&lt;br /&gt;
  `,`,`,d,d,d,d,d,d,d,`,`,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,`,`,d,d,d,d,d,d,d,`,`,`,#&lt;br /&gt;
  `,`,`,`,`,d,d,d,`,`,`,`,`,#&lt;br /&gt;
&lt;br /&gt;
=== 15-tile circle ===&lt;br /&gt;
  #dig start(8;8;Center tile) 15-tile circle&lt;br /&gt;
  `,`,`,`,`,d,d,d,d,d,`,`,`,`,`,#&lt;br /&gt;
  `,`,`,d,d,d,d,d,d,d,d,d,`,`,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,d,d,d,d,d,d,d,d,d,d,`,#&lt;br /&gt;
  `,`,d,d,d,d,d,d,d,d,d,d,d,`,`,#&lt;br /&gt;
  `,`,`,d,d,d,d,d,d,d,d,d,`,`,`,#&lt;br /&gt;
  `,`,`,`,`,d,d,d,d,d,`,`,`,`,`,#&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Simple Spiral Staircase ===&lt;br /&gt;
  #dig A simple spiral staircase.,,&lt;br /&gt;
  j,u,#&lt;br /&gt;
  u,j,#&lt;br /&gt;
  #&amp;gt;,#,#&lt;br /&gt;
  u,j,#&lt;br /&gt;
  j,u,#&lt;br /&gt;
  #,#,#&lt;br /&gt;
=== Slightly larger spiral ===&lt;br /&gt;
  #dig A simple spiral staircase.,,&lt;br /&gt;
  j,d,u&lt;br /&gt;
  d,d,d&lt;br /&gt;
  u,d,j&lt;br /&gt;
  #&amp;gt;&lt;br /&gt;
  u,d,j&lt;br /&gt;
  d,d,d&lt;br /&gt;
  j,d,u&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
This has a central single up/down stair tile that has room for a 3x3 shaft. I don't usually do 3x3. See [[Bedroom Design#Modified Windmill Villas]]&lt;br /&gt;
  #dig start(11;11)&lt;br /&gt;
  `,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,d,`,d,`,d,`,d,`,d,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,d,`,d,`,d,`,d,`,d,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,d,d,d,d,d,`,d,d,d,`,d,`,d,d,d,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,`,`,`,`,d,d,`,`,d,`,`,`,`,&lt;br /&gt;
  `,`,d,d,d,`,d,`,d,d,d,`,d,d,d,d,d,d,d,d,d,&lt;br /&gt;
  `,`,`,`,`,d,d,`,`,`,d,`,d,`,`,`,d,`,`,`,`,&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,`,d,`,d,d,d,`,`,&lt;br /&gt;
  `,`,`,`,d,`,`,`,d,d,d,d,d,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,d,d,d,`,d,d,d,d,i,d,d,d,d,`,d,d,d,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,d,d,d,d,d,`,`,`,d,`,`,`,`,&lt;br /&gt;
  `,`,d,d,d,`,d,`,d,d,d,d,d,d,d,d,d,d,d,d,d,&lt;br /&gt;
  `,`,`,`,d,`,`,`,d,`,d,`,`,`,d,d,`,`,`,`,`,&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,`,d,d,d,`,d,`,d,d,d,`,`,&lt;br /&gt;
  `,`,`,`,d,`,`,d,d,`,`,`,`,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,d,d,d,`,d,`,d,d,d,`,d,d,d,d,d,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,d,`,d,`,d,`,d,`,d,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,d,`,d,`,d,`,d,`,d,`,d,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,&lt;br /&gt;
  `,`,`,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,&lt;br /&gt;
&lt;br /&gt;
===Simple tileable cross design===&lt;br /&gt;
It allows ample space for movement and decoration.&lt;br /&gt;
  #dig Bedroom complex&lt;br /&gt;
  `,`,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,`,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,`,`,d,`,d,`,`,`,d,d,`,`,`,d,`,d,`,`,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,`,`,d,`,d,`,`,`,d,d,`,`,`,d,`,d,`,`,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,`,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,`,`,#&lt;br /&gt;
  d,d,d,d,d,d,`,`,d,d,d,d,`,`,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  d,d,d,d,d,d,`,`,d,d,d,d,`,`,d,d,d,d,d,d,#&lt;br /&gt;
  `,`,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,`,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,`,`,d,`,d,`,`,`,d,d,`,`,`,d,`,d,`,`,`,#&lt;br /&gt;
  d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,#&lt;br /&gt;
  `,`,`,d,`,d,`,`,`,d,d,`,`,`,d,`,d,`,`,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,d,d,d,`,d,d,d,`,d,d,`,d,d,d,`,d,d,d,`,#&lt;br /&gt;
  `,`,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,`,`,#&lt;br /&gt;
  #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===11x11 12-room Apartment Block&lt;br /&gt;
Features 11 4-tile rooms and one 3-tile room (or it makes a good office), needing only 5 doors. Quite modular.&lt;br /&gt;
If you use small meeting locations you can knock out the walls between the two narrow halls for a meeting area surrounded by 10 rooms, which would be very handy if all the rooms were full of families.&lt;br /&gt;
&lt;br /&gt;
  #dig&lt;br /&gt;
  d,d,`,d,d,`,d,d,`,d,d,#&lt;br /&gt;
  d,d,`,d,d,`,d,d,`,d,d,#&lt;br /&gt;
  `,`,d,`,`,`,`,`,d,`,`,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  `,`,`,d,`,d,`,d,`,`,`,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  d,d,`,d,`,`,d,d,`,d,d,#&lt;br /&gt;
  `,`,d,d,`,d,`,d,d,`,`,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  d,d,`,d,`,d,`,d,`,d,d,#&lt;br /&gt;
  `,`,`,d,`,`,`,d,`,`,`,#&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=221218</id>
		<title>Utility:Stonesense/Content repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=221218"/>
		<updated>2015-11-08T23:50:15Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Note inclusion in default ssense, suggest checking times&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that most of the content below has either been added to Stonesense, or fallen out of date with later updates to DF.  Check the history of this page for edit times!&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
=== Seuss's Tweaked Vegetation ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:STV1.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1699 DFFD File]&lt;br /&gt;
|author=Seuss&lt;br /&gt;
|installation=Replace vegetation folder in your stonesense directory with this one and make sure the line &amp;quot;vegetation/index.txt&amp;quot; is above &amp;quot;terrain/index.txt&amp;quot; in the main index file.&lt;br /&gt;
|comments=These are the vegetation files I use. I edit and change stuff as I play so this may be more updated than the official vegetation files.&lt;br /&gt;
&lt;br /&gt;
An Important note:&lt;br /&gt;
There is a small fix to the terrain under vegetation but it will only work if in your main index.txt file you have &amp;quot;vegetation/index.txt&amp;quot; above &amp;quot;terrain/index.txt&amp;quot;.&lt;br /&gt;
This is not necessary but it does improve visual quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Belannaer's Underground trees ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:underground_trees.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1980 DFFD File]&lt;br /&gt;
|author=Belannaer&lt;br /&gt;
|installation=Extract files into Stonesense/Vegetation and add underground_trees.xml to the index.txt.&lt;br /&gt;
|comments=New underground trees. From left to right: black cap, nether cap, goblin cap, tunnel tube, spore tree, blood thorn, fungiwood. Fungiwood graphic is from the original trees.png in Stonesense.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Therahedwig's darker grass ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=http://img.ie/164bc.png&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=3617 DFFD File]&lt;br /&gt;
|author=TheraHedwig&lt;br /&gt;
|installation=Just unzip the file inside the stonesense directory and add GD/index.txt to the index file, above all the other entries.&lt;br /&gt;
|comments=If you don't like the ramps, go into the GD directory, delete SSGDramps1.png and rename SSGDramps2.png into SSGDramps1.png.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Subterranean Animal Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo sub.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1698 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_subterranean.xml to the index.txt&lt;br /&gt;
|comments=Animated Subterranean Animal pack that does not include the animal men yet.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Large Ocean Animal Pack (WIP)===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo ocean title.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1736 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_large_ocean.xml to the index.txt&lt;br /&gt;
|comments=WIP Sprite sheet for the large_ocean set of creatures.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Common domestic animal pack===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Background_common.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1931 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_domestics.xml to the index.txt&lt;br /&gt;
|comments=Sprite sheet for Common Domestic animals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; This appears to be an older version.  A larger Beefmo's Domestic graphics file is included with Stonesense.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Crash2455's Easily Distinguishable Soldiers ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Soldiers.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1801 DFFD File]&lt;br /&gt;
|author=Crash2455&lt;br /&gt;
|installation=Place into your creatures directory.  You may want to back up your default &amp;quot;dwarves.png&amp;quot;&lt;br /&gt;
|comments=Color-coded soldiers make a return in this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Caldfir's Dwarves ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Caldwarf2.jpg‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=4804 Colour] [http://dffd.wimbli.com/file.php?id=1839 Original]&lt;br /&gt;
|author=Caldfir&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures (remember to backup the original versions before overwriting!)&lt;br /&gt;
|comments=WIP Sprite sheet that expands the number of different dwarf sprites significantly. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Belannaer's Goblin Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:goblin_shot.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1972 DFFD File]&lt;br /&gt;
|author=Belannaer&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add goblins.xml to the index.txt&lt;br /&gt;
|comments=Sprite sheet for nearly all goblin jobs and positions.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Greiger's Dracon Race Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:GreigerDracon.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1696 DFFD File]&lt;br /&gt;
|author=Greiger&lt;br /&gt;
|installation=Simply extract into Stonesense/Creatures and add Dracon.xml to the index file.&lt;br /&gt;
|comments=A set of sprites for custom dragonman races.  Not useful for vanilla, but folks with a dragonman race could use these sprites to have fewer ? icons around.  Updated for Stonesense slate on 5/5/2010.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Jordix's Wild Animals ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:wild_animals.png‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=2594 DFFD File]&lt;br /&gt;
|author=Jordix&lt;br /&gt;
|installation=Extract into Stonesense/creatures and add wild_animals.xml to the index.txt; see also the Readme.&lt;br /&gt;
|comments=Graphics for some above-ground wild animals. No animations or separate graphics for children yet.&lt;br /&gt;
|included in=Slate 2.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== HugoLuman's Daleks ===&lt;br /&gt;
{{StonesenseContentPack|]&lt;br /&gt;
|image=[[File:DalekSpriteScreenie.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=6046 DFFD File]&lt;br /&gt;
|author=HugoLuman&lt;br /&gt;
|installation=Open dfDaleks.rar and find StonesenseDalekSprites.rar. Extract that into Stonesense/creatures and add daleks.xml to the index.txt&lt;br /&gt;
|comments=A sprite for Daleks from my Dalek mod. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Alternate well ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:TundraStonesenseAltWell.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1725 DFFD File]&lt;br /&gt;
|author=Dark_Tundra&lt;br /&gt;
|installation=Extract files into Stonesense/buildings and add TundraAltWell.xml to the top of /buildings/index.txt&lt;br /&gt;
|comments=A round well for Stonesense&lt;br /&gt;
(also first time using a wiki.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
=== Additional Ramps ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Stoneramps.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1717 DFFD File]&lt;br /&gt;
|author=kaypy&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add UpdatedRamps.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Additional ramps. I will try to keep this updated as I get around to adding more.&lt;br /&gt;
&lt;br /&gt;
Stone&lt;br /&gt;
&lt;br /&gt;
Stone Brick (thanks Dark_Tundra)&lt;br /&gt;
&lt;br /&gt;
Glass x 2&lt;br /&gt;
&lt;br /&gt;
Ice&lt;br /&gt;
&lt;br /&gt;
Wood (v2)&lt;br /&gt;
&lt;br /&gt;
Dirt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Directional Walls ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:TundraDirectionalWalls.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1913 DFFD File]&lt;br /&gt;
|author=Dark_Tundra&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add DirectionalWalls.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Walls with angled corners. Smoothed stone and constructed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Stonesense Grim Dark ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=Available on DFFD&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=3842 DFFD File]&lt;br /&gt;
|author=TheraHedwig&lt;br /&gt;
|installation=Just put this in the stonesense folder and add &amp;quot;Grim Dark/index.txt&amp;quot; to the top of the index file.&lt;br /&gt;
|comments=This mod replaced some of the stone-tiles of stonesense with more detailed ones.&lt;br /&gt;
&lt;br /&gt;
Get the darker grass here: http://dffd.wimbli.com/file.php?id=3617&lt;br /&gt;
&lt;br /&gt;
May have a few bugs.}}&lt;br /&gt;
&lt;br /&gt;
== How do I add my Content Pack to this page? ==&lt;br /&gt;
&lt;br /&gt;
Follow the template below : &lt;br /&gt;
=== Name of Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=&lt;br /&gt;
|download link=''Link to download''&lt;br /&gt;
|author=''Your user name''&lt;br /&gt;
|installation=''Instructions on how to install your content pack''&lt;br /&gt;
|comments=''Description of your content pack''&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Stonesense]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How do I create my own content? ==&lt;br /&gt;
&lt;br /&gt;
See http://dwarffortresswiki.org/index.php/Utility:Stonesense/Adding_Content&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Adding_Content&amp;diff=221217</id>
		<title>Utility:Stonesense/Adding Content</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Adding_Content&amp;diff=221217"/>
		<updated>2015-11-08T23:02:34Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* Creating Distributable Content Files */ Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:39, 4 October 2013 (UTC)}}&lt;br /&gt;
=Basics=&lt;br /&gt;
&lt;br /&gt;
===Creating Distributable Content Files===&lt;br /&gt;
The default way of distributing content for [[Stonesense]] is to create an archive of the XML configs and the image files. Upload this archive together with a description to the [[Utility:Stonesense/Content_repository]] page, in much the same way tilesets and graphic packs are distributed for Dwarf Fortress, see the [[Tileset repository]] for reference.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that users installing your content pack will need to place the files in the correct content folder (creatures buildings, etc) and add the XML files to their index.txt file.&lt;br /&gt;
&lt;br /&gt;
===Multiple Definition Files===&lt;br /&gt;
&lt;br /&gt;
Stonesense searches for images in the order that they are found top to bottom in the index file, then in the definition files. So if you are adding a custom set of sprites for something already in the system, you need to add it to the *top* of the index file.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
&lt;br /&gt;
While simple creature definitions arent much use without a sheetIndex attribute, it can be useful to define variants without giving the base creature a sprite. This would cause the game to keep looking for creature definitions, allowing you to, for example, define custom professions in one file while still using the basic definitions.&lt;br /&gt;
&lt;br /&gt;
==Understanding Sprites==&lt;br /&gt;
Understanding how Stonesense deals with sprites is central to anyone who wishes to modify the content. The scheme is not very complicated, and this guide will give a short introduction to how they work.  The way sprites are loaded is fairly generalized. With the exception of floors, which we will discuss later, all sprites are 32x32 pixels big and come in groups known as ''Sprite Sheets''. There are no alpha values yet, so partial transparency is not supported. RGB 255,0,255 (Magenta pink) is considered fully transparent. All sprites are loaded and rendered in 32bit fullcolor pngs.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a typical Stonesense sprite: &amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Stonesene_sprite_sample.png]]&lt;br /&gt;
&lt;br /&gt;
Note that, in order not to conflict with neighboring sprites, a sprite must actually be within a smaller area than its 32x32 block. A template for the area used by most sprites is:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Stonesene_sprite_template.png]]&lt;br /&gt;
&lt;br /&gt;
The solid area is the floor space taken up by a sprite, while the dotted box indicates the volume above this area corresponding to one z-level.&lt;br /&gt;
&lt;br /&gt;
===Sprite Sheets===&lt;br /&gt;
There can be an arbitrary number of sprite sheets configured for Stonesense, yet some are always present as they contain default sprites (see further down). Most of the content XML files allow users to specify sprite sheets, and this is done by adding a '''file''' attribute to the content nodes. By convention sprite sheets should be placed in their appropriate folder, with creature sprite sheets in the ''creatures'' folder etc. For more information on this, see the specific pages on content configuration. &lt;br /&gt;
&lt;br /&gt;
'''A very helpful tips for modders:''' Pressing '''F10''' in Stonesense will bring up a screen where one can cycle through all the loaded sprite sheets, with sprite indexes superimposed. &lt;br /&gt;
&lt;br /&gt;
===Sprite Index===&lt;br /&gt;
Sprite Index (sometimes referred to as Sheet Index) is a concept for referring to a specific sprite on a sheet. The index starts with the upper left sprite which has index zero. It then increments to the right. Stonesense is hardcoded to 20 sprites wide sheets, this means that the last sprite to the right in the first row has Sprite Index 19. The first sprite on the second row has index 20. This boundary is hardcoded and changing the size of the sheet will not affect it.&lt;br /&gt;
&lt;br /&gt;
This image shows how sprites are indexed. Note: Grid added for readability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Stonesene_indexed_sprites.png]]&lt;br /&gt;
&lt;br /&gt;
===Specific Sprite Sheets===&lt;br /&gt;
&lt;br /&gt;
'''objects.png''' is the default sheet for buildings and vegetation. Also used for all hard-coded content, like default plants, the cursor, default walls and liquid.  &lt;br /&gt;
&lt;br /&gt;
'''creatures.png''' is the default sprite sheet for creatures. If no file is specified in a creature node, this is the sheet it will use.  &lt;br /&gt;
&lt;br /&gt;
'''floors.png''' holds all the Stonesense floors. Unlike the other sprite sheet, this sheet is hard-coded with sprite dimensions of 32x20 pixels.&lt;br /&gt;
&lt;br /&gt;
Stonesense is fully configurable in the way it renders creatures. No information is hardcoded, but rather loaded from the creature databases found in the creatures directory.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==index.txt==&lt;br /&gt;
&lt;br /&gt;
The first thing the game does when loading the creature configuration is to look in the creatures/index.txt file. It uses this file to tell it what configuration files are available, and in what order to load them (this becomes important later).&lt;br /&gt;
The format of the file very straight forward; each line specifies the path of a file to be loaded. The paths are relative to index.txt.&lt;br /&gt;
&lt;br /&gt;
==Creature XML files==&lt;br /&gt;
&lt;br /&gt;
Stonesense is fully configurable in the way it renders creatures. No information is hardcoded, but rather loaded from the creature databases found in the creatures directory.&lt;br /&gt;
&lt;br /&gt;
===Simple configuration===&lt;br /&gt;
In it's simplest from, a creature configuration file might look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;creatures&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;MACAQUE_RHESUS&amp;quot; sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;MUSKOX&amp;quot; sheetIndex=&amp;quot;25&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;COW&amp;quot; sheetIndex=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creatures&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you probably guess, this defines three creatures by their ID: A rhesus monkey, a muskox and a cow. The three animals use the sprites numbered 2, 25 and 5 respectively. No special sprite sheet is specified, so the default creature sheet will be used, ''creatures.png''. More on this later.&lt;br /&gt;
&lt;br /&gt;
As you can see, each creature is identified by a '''gameID''' attribute. This has to match one of the known creature types in Dwarf Fortress, as defined in the '''[CREATURE:critter_name]''' part of the raws. This gameID tag is case sensitive. If Stonesense is unable to match your gameID with one from Dwarf Fortress, a log message will be written to ''Stonesense.log'' upon loading a map.&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
The &amp;lt;creature&amp;gt; tag can be quite a bit more advanced than what we've seen so far. One thing it is often relevant to distinguish is creature professions. A creature's profession is set by the game, and examples might include &amp;quot;WOODCRAFTER&amp;quot;, &amp;quot;ADMINISTRATOR&amp;quot; or &amp;quot;MACEMAN&amp;quot;. A complete list of creature professions can be found [[Unit type token|here]]. Also note that all races have the same creature strings, meaning a dwarf swordsman will still be a &amp;quot;SWORDS''MAN''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To separate creatures on their professions, we first need to add a &amp;lt;variant&amp;gt; node to the base creature node.&lt;br /&gt;
By adding a '''prof''' attribute to this node, we can display different sprites for different creature professions. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' The game always picks the ''first'' &amp;lt;variant&amp;gt; node that matches.&lt;br /&gt;
&lt;br /&gt;
Let's have a look at a typical creature configuration that includes professions:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;DWARF&amp;quot; sheetIndex=&amp;quot;0&amp;quot; file=&amp;quot;creatures/dwarves.png&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;MINER&amp;quot; sheetIndex=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;CLERK&amp;quot; sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;AXEMAN&amp;quot; sheetIndex=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here we see three professions defined. Notice how the &amp;lt;creature&amp;gt; node now has been expanded. &lt;br /&gt;
&lt;br /&gt;
Also note that the &amp;lt;creature&amp;gt; node still contains a sheetIndex attribute. This is the default creature sprite, meaning that if a dwarf does not match any of the &amp;lt;variant&amp;gt; nodes, it will be shown as this sprite index (in this case 0).&lt;br /&gt;
The corresponding sprite sheet (here called ''dwarves.png'') would look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Stonesene_dwarf_prof.png]]&lt;br /&gt;
&lt;br /&gt;
===Children and babies===&lt;br /&gt;
Children and babies always have the professions &amp;quot;CHILD&amp;quot; and &amp;quot;BABY&amp;quot;, and these can be used to have indicate creature ages. Consider the following example for cats and kittens:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;CAT&amp;quot; sheetIndex=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;CHILD&amp;quot; sheetIndex=&amp;quot;21&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here the cat sprite would be at index 20, and kittens at 21.&lt;br /&gt;
&lt;br /&gt;
===Creature Genders===&lt;br /&gt;
Each &amp;lt;variant&amp;gt; node can be extended with a ''sex'' attribute to add an additional condition for creature gender.&lt;br /&gt;
For most races. dwarfs included, the attribute can have one of two values, &amp;quot;M&amp;quot; for male or &amp;quot;F&amp;quot; for female. However, if the creature has more than two castes, a number must be used, starting from &amp;quot;1&amp;quot;, and continuing in order that the castes are listed in the rawfile.  As of Stonesense Felsite v3.1, castes can be specified by name such as caste=&amp;quot;WARRIOR&amp;quot;.&lt;br /&gt;
Again a simple example would be beneficial:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;HUMAN&amp;quot; sheetIndex=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;BOWMAN&amp;quot; sex=&amp;quot;M&amp;quot; sheetIndex=&amp;quot;106&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant prof=&amp;quot;BOWMAN&amp;quot; sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;107&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;101&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This simplified human config shows two different sprites used for bowmen. Male bowmen will use sprite index 106 and female bow-women will use 107. &lt;br /&gt;
Another very important thing to note here is the last entry, which only specifies a gender, and no profession. This means the only criteria for this node is that the creature is Human, and it's female. Hence 101 is the default sprite for human females. Together with the default sprite defined in the &amp;lt;creature&amp;gt; node itself (sheetIndex = 100), it allows us to have separate default sprites for men and women.&lt;br /&gt;
&lt;br /&gt;
===Special Creatures===&lt;br /&gt;
&lt;br /&gt;
Sometimes creatures appear as zombies, or skeletons. To tell these creatures apart from normal ones, you can use the '''special''' attribute to the &amp;lt;variant&amp;gt; node. &lt;br /&gt;
It accepts three types of arguments, ''Normal'', ''Zombie'' or ''Skeleton'',&lt;br /&gt;
and is used in the exact same way as the '''sex''' attribute.&lt;br /&gt;
&lt;br /&gt;
===Coloring creatures===&lt;br /&gt;
As of Stonesense Slate RC2, creatures can be automatically colored by numerous factors, using the ''color'' attribute. Valid values are:&lt;br /&gt;
&lt;br /&gt;
''profession'': The sprite is colored according to the creature's current profession. this works the same way as in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
''bodypart'': The sprite is colored according to one of the creatures body part colors. this requires an additional ''bodypart'' attribute that describes which body part to get the color from.&lt;br /&gt;
&lt;br /&gt;
''material'': The sprite is colored according to the floor it is standing on. this probably not very useful, unless you have a chameleon creature.&lt;br /&gt;
&lt;br /&gt;
''vein'': Same as above, but the color comes from the ore veins, disregarding constructions.&lt;br /&gt;
&lt;br /&gt;
''layer'': Same as above, but the color comes from the rock layer, disregarding veins and constructions.&lt;br /&gt;
&lt;br /&gt;
''xml'': Manually specify a color in the creature definition, requires additional ''red'', ''green'', and ''blue'' attributes.&lt;br /&gt;
&lt;br /&gt;
''none'': No color is used.&lt;br /&gt;
&lt;br /&gt;
An example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;HUMAN&amp;quot; sheetIndex=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;M&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;variant sex=&amp;quot;F&amp;quot; job=&amp;quot;AXEMAN&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;xml&amp;quot; red=&amp;quot;123&amp;quot; green=&amp;quot;0&amp;quot; blue=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Subsprites===&lt;br /&gt;
&lt;br /&gt;
Each creature definition can also have any number of subsprites that are layered onto it like a paper doll. each subsprite can be colored differently, so you can have, say, a dwarf with a base sprite, a hair sprite, that's colored according to the hair-color of the dwarf, and a skin sprite, that's colored according to the skin-color of the dwarf.&lt;br /&gt;
&lt;br /&gt;
An example should help:&lt;br /&gt;
&lt;br /&gt;
[[File:japa_gobbos.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;creatures&amp;gt;&lt;br /&gt;
  &amp;lt;creature gameID=&amp;quot;GOBLIN&amp;quot; sheetIndex=&amp;quot;0&amp;quot; file=&amp;quot;gobbos.png&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;1&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;hair&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;subsprite sheetIndex=&amp;quot;3&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;variant sex=&amp;quot;F&amp;quot; sheetIndex=&amp;quot;4&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;skin&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;5&amp;quot; color=&amp;quot;bodypart&amp;quot; bodypart=&amp;quot;hair&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;subsprite sheetIndex=&amp;quot;7&amp;quot; color=&amp;quot;profession&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/variant&amp;gt;&lt;br /&gt;
  &amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/creatures&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, we have a main goblin sprite, that is colored according to the skin color of the individual goblin (usually a shade of green) this is the goblin's body. Then a second sprite is layered over it, which is the hair sprite, and is colored according to the hair. The third layer has no color change, and contains things like claws and eyes, that we don't want to be colored. The final layer contains the clothes, which are colored according to the goblin's profession. this will give us the following completed sprite:&lt;br /&gt;
&lt;br /&gt;
[[File:Japa_gobbo.png]]&lt;br /&gt;
&lt;br /&gt;
===Animating Creatures===&lt;br /&gt;
&lt;br /&gt;
Adding animations to creatures is really quite simple. But before we dive into it, it makes sense to look at how Stonesense animations work.&lt;br /&gt;
&lt;br /&gt;
Currently, the game cycles through six frames at a steady pace. The speed at which these frames are cycles can be specified in the init file, but it global and shared between all sprites.&lt;br /&gt;
&lt;br /&gt;
To add animations to a creature, we add another condition attribute, ''frames'', to the &amp;lt;variant&amp;gt; node, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 7 frames = &amp;quot;012&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here frames is set to the value &amp;quot;012&amp;quot;. This means that this variant node is valid at frames 0, 1 and 2. It is NOT valid, at frames 3, 4 and 5. Remember there are six frames in total, from 0 to 5.&lt;br /&gt;
The value of the frames attribute is treated as a string, not as a number. This is important to note, as &amp;quot;frames=354&amp;quot; has the same effect as ''frames=453'', and indeed also ''frames=&amp;quot;3 5, 4&amp;quot;'' or ''frames=&amp;quot;3x5@ .4&amp;quot;''. The invalid characters are simply ignored.&lt;br /&gt;
&lt;br /&gt;
An example&lt;br /&gt;
Let's make an animated Giant Bat, using this awesome sprite sheet made by Beefmo:&lt;br /&gt;
&lt;br /&gt;
[[File:beefmo_giantbat.png]]&lt;br /&gt;
&lt;br /&gt;
Now, to configure up a basic animation for a giant bat, we could add something like this to Wildlife.xml:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;BAT_GIANT&amp;quot; sheetIndex = 0 file=&amp;quot;giantbat.png&amp;quot; &amp;gt; &lt;br /&gt;
  &amp;lt;variant sheetIndex = 2 frames = &amp;quot;345&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This will create a simple 2-frame animation. Each frame is used for the same length of time, since the default is used for frames 0, 1 and 2, and the overriding variant is used for frames 3, 4 and 5.&lt;br /&gt;
Hint: If you want the bat to flap its wings faster, change the frames for the variant to &amp;quot;024&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
But Beefmo's giant bat sheet has three frames, so let's add them all for a complete animation:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;creature gameID=&amp;quot;BAT_GIANT&amp;quot; sheetIndex = 0 file=&amp;quot;giantbat.png&amp;quot; &amp;gt; &lt;br /&gt;
  &amp;lt;variant sheetIndex = 0 frames = &amp;quot;05&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 1 frames = &amp;quot;14&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;variant sheetIndex = 2 frames = &amp;quot;23&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/creature&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how the frames are used twice, to make a nice cyclic animation. &lt;br /&gt;
The indexed sprites will be drawn in order 0 1 2 2 1 0.&lt;br /&gt;
&lt;br /&gt;
=Vegetation=&lt;br /&gt;
&lt;br /&gt;
Vegetation content can be found in the ''vegetation'' folder of Stonesense.&lt;br /&gt;
&lt;br /&gt;
Just like with all the other configurable content, the active plant and shrub XML files are outlined in an ''index.txt'' file.&lt;br /&gt;
&lt;br /&gt;
The buildup of these XML files is very simple. Take a look at this example config file for trees:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;trees file=&amp;quot;vegetation/trees.png&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ACACIA&amp;quot; sheetIndex = 0 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; sheetIndex = 1 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ASH&amp;quot; sheetIndex = 2 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;BIRCH&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/trees&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And this one for shrubs:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;shrubs file=&amp;quot;vegetation/shrubs.png&amp;quot;&amp;gt; &lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;MUSHROOM_HELMET_PLUMP&amp;quot; sheetIndex = 0 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;GRASS_TAIL_PIG&amp;quot; sheetIndex = 1 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;GRASS_WHEAT_CAVE&amp;quot; sheetIndex = 2 /&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;POD_SWEET&amp;quot; sheetIndex = 3 /&amp;gt;&lt;br /&gt;
&amp;lt;/shrubs&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the only difference is the root node, both of which contain &amp;lt;plant&amp;gt; nodes.&lt;br /&gt;
The plant nodes should be rather straight forward; it only has two attributes:&lt;br /&gt;
*gameID: the name of the shrub or tree, as defined by the DF raw files. See here [[Talk:Stonesense:Adding_Vegetation|for a complete list]].&lt;br /&gt;
*[[Stonesense:Sprites#Sprite_Index|sheetIndex]]: the index of the sprite to be drawn for this plant. &lt;br /&gt;
&lt;br /&gt;
Which sprite sheet the sheetIndex attributes refers to is specified by the file attribute in the root node.&lt;br /&gt;
The examples above uses &amp;quot;trees.png&amp;quot; and &amp;quot;shrubs.png&amp;quot; respectively.&lt;br /&gt;
If no file is specified, it will use the Objects.png in the Stonesense root folder.&lt;br /&gt;
&lt;br /&gt;
Tree saplings and dead trees can be defined as well by adding the appropriate keywords to their plant entry:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; dead=&amp;quot;true&amp;quot; sapling=&amp;quot;true&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no support for young shrubs, so the &amp;quot;sapling&amp;quot; keyword does nothing for shrubbery.&lt;br /&gt;
At present, (in Stonsense Granite) the value of the &amp;quot;dead&amp;quot; and &amp;quot;sapling&amp;quot; keywords is ignored, so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;plant gameID = &amp;quot;ALDER&amp;quot; dead=&amp;quot;false&amp;quot; sapling=&amp;quot;true&amp;quot; sheetIndex = 31 /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
... will still select for dead saplings.&lt;br /&gt;
&lt;br /&gt;
=Buildings=&lt;br /&gt;
Building content can be found in the ''buildings'' folder of Stonesense.&lt;br /&gt;
&lt;br /&gt;
As with other content, the content is outlined with an ''index.txt'' file, but unlike other content, the included content is very complex and difficult to follow.&lt;br /&gt;
&lt;br /&gt;
Each tile in a workshop has a PositionIndex, starting at 0 for the northwest corner as shown in the 3x3 examples below:&lt;br /&gt;
&lt;br /&gt;
[[file:SimpleWorkshopExample.png]]&lt;br /&gt;
&lt;br /&gt;
This workshop was generated from the simplest possible code, to serve as an example for basic workshop construction.  Far more advanced processing is possible, as can be seen from the content included with Stonesense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;building name=&amp;quot;Example Building&amp;quot; game_type=&amp;quot;Workshop&amp;quot; game_subtype=&amp;quot;Custom&amp;quot; game_custom=&amp;quot;TEST&amp;quot; file=&amp;quot;TEST.png&amp;quot;&amp;gt; &lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=0 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=0 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=1 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=1 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=2 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=2 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=3 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=3 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=4 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=4 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=5 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=5 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=6 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=6 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=7 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=7 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &amp;lt;if&amp;gt;&lt;br /&gt;
        &amp;lt;PositionIndex value=8 /&amp;gt;&lt;br /&gt;
        &amp;lt;sprite index=8 /&amp;gt;&lt;br /&gt;
    &amp;lt;/if&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
&amp;lt;/building&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above XML code and this graphic produced the example seen above.  Note that only the &amp;quot;floor&amp;quot; of each tile was defined in this spritesheet.  Actual workshops would likely include taller images.&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleSpritesheetExample.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=220622</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=220622"/>
		<updated>2015-10-05T12:08:19Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* Recommended tutorials and wiki articles */ Add PeridexisErrant's walkthrough and tutorials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:NoFunAllowed.jpg|thumb|right|Of course, instead of trial and error you could also just read the wiki...]]&lt;br /&gt;
Dwarf Fortress started as a pretty complex game back in the days when it was 2D and barely had a quarter of the features it has now. It's easy to get overwhelmed when you first fire it up. Don't worry though, following a tutorial is a very easy way to learn the basics of the game in an afternoon.&lt;br /&gt;
&lt;br /&gt;
Don't worry if you don't understand why you do things on your first run, even after reading the tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the current version, trial and error is great way of having lots of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Installing and Running the Game ==&lt;br /&gt;
&lt;br /&gt;
If you have not installed the game yet see [[Installation]].&lt;br /&gt;
&lt;br /&gt;
== Learning Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Most of the tutorials were written for the older (40d) version of Dwarf Fortress. But nonetheless, they are still helpful. If you get stuck within a specific aspect of the game then [[Special:Search|search]] the wiki and don't hesitate to ask questions in the [http://www.bay12forums.com/smf/index.php?board=7.0 forum].&lt;br /&gt;
&lt;br /&gt;
The following tutorials will walk you through world generation, embarking with your 7 dwarves, game basics, and building a full-fledged fortress.&lt;br /&gt;
&lt;br /&gt;
=== Recommended tutorials and wiki articles===&lt;br /&gt;
[[File:FlowchartDF.png|thumb|right|200px|[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort.]]&lt;br /&gt;
'''For v0.40:'''&lt;br /&gt;
*[[Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[http://dffd.bay12games.com/file.php?id=10552 Captain Duck's updated play along tutorial]&lt;br /&gt;
*[https://df-walkthrough.rtfd.org PeridexisErrant's DF walkthrough and tutorials]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL_4titxTj-2v4tg_QisHa5os5qraDpTLZ Ongoing German tutorial series by konni.tv]&lt;br /&gt;
'''For v0.34:''' (the previous version)&lt;br /&gt;
*[https://www.youtube.com/watch?v=AI9Dy-4slVw&amp;amp;list=PLwWlb_jkC2UmyKmTWqD711j2QYX_Zmw-x A Noob's Guide to Dwarf Fortress] A tutorial series dedicated to beginners.&lt;br /&gt;
*[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]]. A minimalistic, but great, diagram (maybe for players with a bit more experience).&lt;br /&gt;
*[[User:Calite/Gloss Guide|Jumping Into Fortress Mode]]. An outline of main concepts, though it lacks any technical help.&lt;br /&gt;
*[http://www.youtube.com/watch?v=QmkPbGrH7VA&amp;amp;feature=plcp A beginner's tutorial to dwarf fortress.] Look here for a wide variety of guides on how to play fortress mode.&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2C4E18093853E338 Let's Play/Tutorial Dwarf Fortress by Gerugon] A German video series that will teach you all you need to know to create your own fort.&lt;br /&gt;
* [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr A quick reference guide on fortress mode] (Credit to spongemandan on reddit.com)&lt;br /&gt;
&lt;br /&gt;
'''For the old versions:''' (but still really great for beginners)&lt;br /&gt;
*[http://dftutorial.wordpress.com/ I Play Dwarf Fortress - (And You Can Too!)] Play-Along Beginner's Guide With Pictures &lt;br /&gt;
*[[::Bentgirder|Bentgirder]]. A good, mostly-complete tutorial.&lt;br /&gt;
*[[40d:Video_tutorials|The legendary video tutorials by Captain Duck]].&lt;br /&gt;
*[http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newby Tutorial for Dwarf Fortress] with lots of screenshots ([http://www.bay12forums.com/smf/index.php?topic=31928.0 forum thread])&lt;br /&gt;
*[[40d:Indecisive's illustrated fortress mode tutorial|Indecisive's illustrated fortress mode tutorial]].&lt;br /&gt;
*[[40d:Quickstart_guide|A quickstart guide]]&lt;br /&gt;
*[[40d:What should I build first|&amp;quot;What should I build first?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== Specific Elements ===&lt;br /&gt;
&lt;br /&gt;
These are not necessarily tutorials, but they can help out with specific parts of the game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Important advice|Important Advice]]''' - Disregard at your own risk.&lt;br /&gt;
&lt;br /&gt;
=== Basics of World Generation ===&lt;br /&gt;
&lt;br /&gt;
*[[World generation]]&lt;br /&gt;
*[[Map legend]]&lt;br /&gt;
&lt;br /&gt;
=== Basics of Embarking ===&lt;br /&gt;
&lt;br /&gt;
*[[Embark]]&lt;br /&gt;
*[[Location]]&lt;br /&gt;
*[[Biome]]&lt;br /&gt;
*[[Surroundings]]&lt;br /&gt;
&lt;br /&gt;
=== Feeding Dwarves ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to [[Food|feed]] your dwarves. Your initial supplies will run out, but [[fishing]] and [[plant gathering]] are easy ways to get additional food in a starting fortress. The default embark group starts with a [[fisherdwarf]]; you'll need a [[fishery]] workshop to clean the fish your fisherdwarf catches, to make them edible.&lt;br /&gt;
&lt;br /&gt;
It is very important to have enough [[alcohol]] for your dwarves, so building a [[still]] is almost a requirement during the first year. [[trading|Caravans]] bring some drinks, but not enough.&lt;br /&gt;
&lt;br /&gt;
To ensure sustenance when the fortress grows, [[farming]] is the most reliable way. Above-ground farm plots are easy to set up (if you have soil on your map), but require [[seed]]s that can be obtained from gathered plants or by trading with humans or elves.&lt;br /&gt;
&lt;br /&gt;
Buying food from [[trading|caravans]] is a good way to prevent shortages.&lt;br /&gt;
&lt;br /&gt;
See:&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Herbalist|Gathering plants]]&lt;br /&gt;
*[[Trading|Trading for food]]&lt;br /&gt;
*And not to forget: [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
=== Mining and Minerals ===&lt;br /&gt;
&lt;br /&gt;
*[[The Non-Dwarf's Guide to Rock]] - A primer, explaining geology in so far as it is implemented in Dwarf Fortress. Note that DF geology is actually quite realistic, so knowledge of real world geology could make much of the game seem very familiar to you.&lt;br /&gt;
&lt;br /&gt;
=== Defending Against Enemies ===&lt;br /&gt;
&lt;br /&gt;
This is one of the most challenging aspects of the game, so if you feel confused even after reading all of this then you are not alone.&lt;br /&gt;
&lt;br /&gt;
*[[Military quickstart]]&lt;br /&gt;
*[[Military]] - or for a complete explanation and walkthrough of the military menu (advisable to look at first) the [[Military interface]]&lt;br /&gt;
*[[Armor]] and [[Weapon]]s&lt;br /&gt;
*[[Sparring]]&lt;br /&gt;
*[[Trap]]s&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
&lt;br /&gt;
Currently the only tutorial for [[Adventurer mode|Adventure Mode]] is the [[Adventure mode quick start]] guide. Adventure mode is significantly less complex than Fortress Mode though, so that guide will probably be enough to get you started.&lt;br /&gt;
&lt;br /&gt;
Also see the [[Adventurer mode|Adventure Mode Reference Guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=220577</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=220577"/>
		<updated>2015-09-27T13:39:24Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* CSS for new DFHack docs */ Worked it out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
::This has been fixed. The problem was that the server that actually runs the job queue was still using the old configuration (without the DF2014 namespace). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:17, 8 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;br /&gt;
&lt;br /&gt;
:My primary concern was the wrapping caused by inserting the full-size flowchart next to a section. It looks like you've addressed that by splitting up the flowchart, which looks good to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:48, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing/restoring [[Main:Fruit]] ==&lt;br /&gt;
&lt;br /&gt;
Not that I am protesting it, but why exactly did you remove and then restore the [[Main:Fruit]] page? Because to me, all that happened now is that the creation entry on the page's history is gone, which isn't really anything notable either.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:03|August 26, 2014}} 13:03, 26 August 2014 (UTC)&lt;br /&gt;
:I deleted it at first because I didn't realize AutoRedirect wasn't handling section redirects properly, then restored it when I noticed it was broken. That article's [http://dwarffortresswiki.org/index.php?title=Fruit&amp;amp;action=history history] still shows your revision, so I'm not sure what you mean - is it missing from [[Special:RecentChanges]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:07, 26 August 2014 (UTC)&lt;br /&gt;
::The creation entry I was talking about was actually the first entry, and the entry that is now the only one was the second before you removed it. When I created the page I first had it directly redirect to [[cv:Tree#Fruit]], which after testing didn't work. I usually save the page when the preview doesn't show a red link and the link is correct, and after saving I test it, This time, however, the link in the preview was blue and correct, but actually following the redirect only led to [[cv:Tree]] instead of [[cv:Tree#Fruit]]. The entry you are seeing now is the result of fixing this by making it into a double redirect through [[cv:Fruit]].&lt;br /&gt;
:::It looks to me like your first edit was to [[DF2014:Fruit]] - when [[Main:Fruit]] didn't exist, it would have automatically redirected to [[DF2014:Fruit]], so it might have appeared to exist when it didn't. (The problem here is that I made AutoRedirect follow redirect chains internally, since Mediawiki's maximum-redirect setting is buggy, so a nonexistent [[Main:Fruit]] would actually redirect to what [[cv:Fruit]] redirects to - the problem is that it ignores sections at the moment, so section redirects will need to be manually created until I can fix that.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:18, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== settings-manager ==&lt;br /&gt;
&lt;br /&gt;
I don't know where to put it because I don't have a github account and don't know if you have a personal thread for your scripts like the others, but couldn't you add a TEXT mode entry in line 116 of your settings-manager script?&lt;br /&gt;
--[[Special:Contributions/78.250.50.116|78.250.50.116]] 04:40, 18 September 2014 (UTC)&lt;br /&gt;
:I originally excluded it because it only works on Linux, but I'll add it back for Linux users. Thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 18 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interesting glitch with redirects ==&lt;br /&gt;
&lt;br /&gt;
I went to see what &amp;quot;Candy&amp;quot; was by going to a page named &amp;quot;Candy&amp;quot;, and I found out that it meant Adamantine. But I saw that I got redirected to [[v0.34:Adamantine]], which shouldn't happen seeing as mainspace redirects should always go to the cv namespace. So I went back to fix it, and I saw that [[main:Candy]] redirected to [[main:Adamantine]], so I went there to fix it. But that page redirected properly to [[DF2014:Adamantine]]. This is where it gets interesting.&lt;br /&gt;
&lt;br /&gt;
So when you go to [[main:Candy]], you get redirected to [[main:Adamantine]] which in turn redirects to [[DF2014:Adamantine]]. But - for some reason, you don't get sent to [[DF2014:Adamantine]], but to [[v0.34:Adamantine]]. Going to [[main:Adamantine]] in the first place redirects you to [[DF2014:Adamantine]] properly.&lt;br /&gt;
&lt;br /&gt;
I have no idea how this happens, and since you maintain most of the wiki, I think you would be the right person to tell this to.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:42|November 01, 2014}} 13:42, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My best guess is that the [[Main:Candy]] redirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag any broken redirects (in the main namespace) that you find with {{tl|bad redirect}} and I'll delete them. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:48, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just saw a redlink on the exploratory tunnels page(redlink to [[DF2014:Break]]) and went to create it, when I discovered that the pages for Break existed for 23a and 40d, but not for 34.11 and 40.x. I went to check those to import content, and they turned out to be redirects. So I just redirected [[DF2014:Break]] to [[DF2014:On break]] and when I went to create additional redirects in the mainspace, I found that [[main:Break]] redirects to [[main:On break]] which redirects to [[cv:On break]]. But, again, it ultimately did not redirect to cv:On break but to v0.34:Break. I think that if it is indeed a cache problem we should rebuild redirect caches. {{User:Latias1290/Sig/src|12:08|November 02, 2014}}&lt;br /&gt;
:PS: Or just batch-delete all of this kind of redirects. {{User:Latias1290/Sig/src|12:09|November 02, 2014}}&lt;br /&gt;
:I don't like &amp;quot;bumping&amp;quot; this message like this, but since it's rather annoying, and ten days have been since I told you, almost all of these redirects are broken. Take a look at [[main:Aluminium]] for example, it goes to its 34.11 page. I think that it goes like this; when a page in the mainspace redirects to another page in the mainspace, which in turn goes to a cv space page, it goes to 0.34 instead of the current version. Going to the main&amp;gt;cv redirect initially does not cause this glitch. {{User:Latias1290/Sig/src|12:46|November 12, 2014}}&lt;br /&gt;
::It would be helpful if you could add {{tl|bad redirect}} to those pages (preferably before the &amp;quot;#REDIRECT&amp;quot; line) so I can delete them. I'm not sure what's causing the problem, but I'll see if I can override broken redirects with the AutoRedirect extension as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 12 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migrated citations ==&lt;br /&gt;
&lt;br /&gt;
As seen on [[DF2014:Dragonfire]], migrated citations can become confused, pointing to non-existent pages. I'm not sure how to fix it, but in general citations shouldn't automatically change what they are pointing at.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 14 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{ArticleVersion}}&amp;lt;/nowiki&amp;gt; bug ==&lt;br /&gt;
&lt;br /&gt;
I just found another very strange bug regarding the articleversion template. The more research I did on it, the weirder it got. The bug is that when you are not logged in, and you visit a non-DF2014 page with an av template, the latest version shows as v0.40.16 instead of v0.40.18. {{User:Latias1290/Sig/src|10:17|November 25, 2014}}&lt;br /&gt;
PS: This bug does not replicate when you are logged in. {{User:Latias1290/Sig/src|10:19|November 25, 2014}}&lt;br /&gt;
:This is because pages are cached for logged-out users. You can refresh individual pages by adding &amp;quot;?action=purge&amp;quot; to the end of the URL (or possibly by null-editing them). It appears to occur in DF2014 pages as well - [[DF2014:Hemp]], for example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:49, 25 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lost password request ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry about the difficulty, but thank you very much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the correction. I felt I might be doing it wrong but couldn't find an example of it done right to copy. Now I know. :) [[User:Volatar|Volatar]] ([[User talk:Volatar|talk]]) 16:02, 30 July 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=220575</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=220575"/>
		<updated>2015-09-27T10:45:47Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* CSS for new DFHack docs */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
::This has been fixed. The problem was that the server that actually runs the job queue was still using the old configuration (without the DF2014 namespace). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:17, 8 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;br /&gt;
&lt;br /&gt;
:My primary concern was the wrapping caused by inserting the full-size flowchart next to a section. It looks like you've addressed that by splitting up the flowchart, which looks good to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:48, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing/restoring [[Main:Fruit]] ==&lt;br /&gt;
&lt;br /&gt;
Not that I am protesting it, but why exactly did you remove and then restore the [[Main:Fruit]] page? Because to me, all that happened now is that the creation entry on the page's history is gone, which isn't really anything notable either.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:03|August 26, 2014}} 13:03, 26 August 2014 (UTC)&lt;br /&gt;
:I deleted it at first because I didn't realize AutoRedirect wasn't handling section redirects properly, then restored it when I noticed it was broken. That article's [http://dwarffortresswiki.org/index.php?title=Fruit&amp;amp;action=history history] still shows your revision, so I'm not sure what you mean - is it missing from [[Special:RecentChanges]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:07, 26 August 2014 (UTC)&lt;br /&gt;
::The creation entry I was talking about was actually the first entry, and the entry that is now the only one was the second before you removed it. When I created the page I first had it directly redirect to [[cv:Tree#Fruit]], which after testing didn't work. I usually save the page when the preview doesn't show a red link and the link is correct, and after saving I test it, This time, however, the link in the preview was blue and correct, but actually following the redirect only led to [[cv:Tree]] instead of [[cv:Tree#Fruit]]. The entry you are seeing now is the result of fixing this by making it into a double redirect through [[cv:Fruit]].&lt;br /&gt;
:::It looks to me like your first edit was to [[DF2014:Fruit]] - when [[Main:Fruit]] didn't exist, it would have automatically redirected to [[DF2014:Fruit]], so it might have appeared to exist when it didn't. (The problem here is that I made AutoRedirect follow redirect chains internally, since Mediawiki's maximum-redirect setting is buggy, so a nonexistent [[Main:Fruit]] would actually redirect to what [[cv:Fruit]] redirects to - the problem is that it ignores sections at the moment, so section redirects will need to be manually created until I can fix that.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:18, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== settings-manager ==&lt;br /&gt;
&lt;br /&gt;
I don't know where to put it because I don't have a github account and don't know if you have a personal thread for your scripts like the others, but couldn't you add a TEXT mode entry in line 116 of your settings-manager script?&lt;br /&gt;
--[[Special:Contributions/78.250.50.116|78.250.50.116]] 04:40, 18 September 2014 (UTC)&lt;br /&gt;
:I originally excluded it because it only works on Linux, but I'll add it back for Linux users. Thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 18 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interesting glitch with redirects ==&lt;br /&gt;
&lt;br /&gt;
I went to see what &amp;quot;Candy&amp;quot; was by going to a page named &amp;quot;Candy&amp;quot;, and I found out that it meant Adamantine. But I saw that I got redirected to [[v0.34:Adamantine]], which shouldn't happen seeing as mainspace redirects should always go to the cv namespace. So I went back to fix it, and I saw that [[main:Candy]] redirected to [[main:Adamantine]], so I went there to fix it. But that page redirected properly to [[DF2014:Adamantine]]. This is where it gets interesting.&lt;br /&gt;
&lt;br /&gt;
So when you go to [[main:Candy]], you get redirected to [[main:Adamantine]] which in turn redirects to [[DF2014:Adamantine]]. But - for some reason, you don't get sent to [[DF2014:Adamantine]], but to [[v0.34:Adamantine]]. Going to [[main:Adamantine]] in the first place redirects you to [[DF2014:Adamantine]] properly.&lt;br /&gt;
&lt;br /&gt;
I have no idea how this happens, and since you maintain most of the wiki, I think you would be the right person to tell this to.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:42|November 01, 2014}} 13:42, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My best guess is that the [[Main:Candy]] redirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag any broken redirects (in the main namespace) that you find with {{tl|bad redirect}} and I'll delete them. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:48, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just saw a redlink on the exploratory tunnels page(redlink to [[DF2014:Break]]) and went to create it, when I discovered that the pages for Break existed for 23a and 40d, but not for 34.11 and 40.x. I went to check those to import content, and they turned out to be redirects. So I just redirected [[DF2014:Break]] to [[DF2014:On break]] and when I went to create additional redirects in the mainspace, I found that [[main:Break]] redirects to [[main:On break]] which redirects to [[cv:On break]]. But, again, it ultimately did not redirect to cv:On break but to v0.34:Break. I think that if it is indeed a cache problem we should rebuild redirect caches. {{User:Latias1290/Sig/src|12:08|November 02, 2014}}&lt;br /&gt;
:PS: Or just batch-delete all of this kind of redirects. {{User:Latias1290/Sig/src|12:09|November 02, 2014}}&lt;br /&gt;
:I don't like &amp;quot;bumping&amp;quot; this message like this, but since it's rather annoying, and ten days have been since I told you, almost all of these redirects are broken. Take a look at [[main:Aluminium]] for example, it goes to its 34.11 page. I think that it goes like this; when a page in the mainspace redirects to another page in the mainspace, which in turn goes to a cv space page, it goes to 0.34 instead of the current version. Going to the main&amp;gt;cv redirect initially does not cause this glitch. {{User:Latias1290/Sig/src|12:46|November 12, 2014}}&lt;br /&gt;
::It would be helpful if you could add {{tl|bad redirect}} to those pages (preferably before the &amp;quot;#REDIRECT&amp;quot; line) so I can delete them. I'm not sure what's causing the problem, but I'll see if I can override broken redirects with the AutoRedirect extension as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 12 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migrated citations ==&lt;br /&gt;
&lt;br /&gt;
As seen on [[DF2014:Dragonfire]], migrated citations can become confused, pointing to non-existent pages. I'm not sure how to fix it, but in general citations shouldn't automatically change what they are pointing at.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 14 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{ArticleVersion}}&amp;lt;/nowiki&amp;gt; bug ==&lt;br /&gt;
&lt;br /&gt;
I just found another very strange bug regarding the articleversion template. The more research I did on it, the weirder it got. The bug is that when you are not logged in, and you visit a non-DF2014 page with an av template, the latest version shows as v0.40.16 instead of v0.40.18. {{User:Latias1290/Sig/src|10:17|November 25, 2014}}&lt;br /&gt;
PS: This bug does not replicate when you are logged in. {{User:Latias1290/Sig/src|10:19|November 25, 2014}}&lt;br /&gt;
:This is because pages are cached for logged-out users. You can refresh individual pages by adding &amp;quot;?action=purge&amp;quot; to the end of the URL (or possibly by null-editing them). It appears to occur in DF2014 pages as well - [[DF2014:Hemp]], for example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:49, 25 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lost password request ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry about the difficulty, but thank you very much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the correction. I felt I might be doing it wrong but couldn't find an example of it done right to copy. Now I know. :) [[User:Volatar|Volatar]] ([[User talk:Volatar|talk]]) 16:02, 30 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== CSS for new DFHack docs ==&lt;br /&gt;
&lt;br /&gt;
Hi Lethosor&lt;br /&gt;
&lt;br /&gt;
I've been working on the new DFHack docs lately, which you've probably seen.&lt;br /&gt;
&lt;br /&gt;
Now that they're generating reasonably pretty HTML, I'd like to add styles for keybindings (and maybe also in-game text) as seen in [[Quickstart_guide#Pre-Embark]].  This would let us clearly distinguish keybindings or ingame text from commands or file paths, all of which are currently just monospaced font.&lt;br /&gt;
&lt;br /&gt;
I'm willing to go through and do a bunch of tedious grunt work if that's what it takes, but I just don't know how it works at the moment.  CSS?  PHP?  Something else??&lt;br /&gt;
&lt;br /&gt;
A hand would be much appreciated, and you seemed like the right person to ask.&lt;br /&gt;
&lt;br /&gt;
--[[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 10:45, 27 September 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=220414</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=220414"/>
		<updated>2015-09-04T07:22:14Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* Scripts */ Are proposed for inclusion in DFHack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
So far, I've only tried 2 of your scripts: make_legendary and armoks_blessing. The make_legendary is working fine, but armoks_blessing broke when it tried to do what I'm guessing was the elevate_mental and/or elevate_physical part. The trace said line 72. I'm not complaining. I'm just letting you know that the new 34.11 version of DFHack is out and some of your scripts still work. :) --[[User:Zackman0010|Zackman0010]] 05:35, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
To make installation and maintenance easier for users, I've proposed to include the scripts in the standard DFHack distribution.  See that [https://github.com/DFHack/dfhack/pull/679 on GitHub], or just comment here.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 07:22, 4 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 02:50, 4 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pref_adjust==&lt;br /&gt;
Taking a brief look at this script, it is not necessary to set all of item_type, creature_id, color_id, shape_id, and plant_id - they're all in a union, so it should be enough to just set one of them. Additionally, your logic for clearing preferences really should be removing them from the list, not just zeroing out their fields. In case you're curious, the &amp;quot;unk&amp;quot; field is actually just a random number seed which is used to consistently select a random prefstring (df-structures has since been updated to reflect this). --[[User:Quietust|Quietust]] 16:56, 26 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material prefs ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to mod what materials dwarves like? nice to have a smith that likes steel. ;)&lt;br /&gt;
&lt;br /&gt;
vjek says: Yep, you can.  From my notes, type 0 (zero) appears to be materials like bronze.  This type field I'm referring to is found under unit.status.current_soul.preferences within each particular preference per dwarf.  If that's not clear, reply, PM or email me.&lt;br /&gt;
&lt;br /&gt;
== 34.11r2 Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11r2, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 21:30, 23 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 34.11r3 Update ==&lt;br /&gt;
I've tested all the scripts with DFHack 34.11r3 and vanilla DF 34.11 and everything appears ok.  If anyone has any problems with using the scripts with r3, PM me on the forums or message me via the wiki.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 21:11, 20 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
Which one of the values in the make legendary script controls the amount of levels raised, and which values correspond to which levels? Thanks!&lt;br /&gt;
[[User:Someone12345|Someone12345]] ([[User talk:Someone12345|talk]]) 21:59, 1 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
(Answered on [http://www.bay12forums.com/smf/index.php?topic=135069.0 forums]) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:14, 2 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== possible bug with rejuvenate ==&lt;br /&gt;
&lt;br /&gt;
From anonymous user: twice now ive had major lag spikes about a year and a half after using rejuvenate. its about a second of lag every 3 to 4 seconds. seems to get worse over time.&lt;br /&gt;
&lt;br /&gt;
From vjek: If you can email me a link to a save where you observed this behavior, I'll take a look.  It is extremely unlikely, given rejuvenate sets exactly three variables, that it is the cause of any frame-rate lag for DF.&lt;br /&gt;
Keep in mind: rejuvenate is meant to be run once, not continuously, and for use with dfhack r2/r3 ONLY.  It has also only been tested with vanilla DF 34.11, not with other mods.&lt;br /&gt;
[[User:Vjek|Vjek]] ([[User talk:Vjek|talk]]) 00:41, 18 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=219028</id>
		<title>Mouse control</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mouse_control&amp;diff=219028"/>
		<updated>2015-05-19T04:38:23Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|04:38, 19 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Mouse controls are a feature that the player will sporadically come across. Current mouse controls are as follows:&lt;br /&gt;
*Left-click to select an option. This includes list items, tabs, map tiles and various controls.&lt;br /&gt;
*Right-click to scroll a list downward (in some cases to cycle tabs) or to move the cursor.&lt;br /&gt;
*Right-click on map border to move view.&lt;br /&gt;
Double-left click currently only selects all items in a tab on the &amp;quot;Move Goods to Depot&amp;quot;-screen.&lt;br /&gt;
&lt;br /&gt;
Menus that support mouse controls are:&lt;br /&gt;
*Advanced world generation/Advanced parameter settings&lt;br /&gt;
*Creature creation screen in the object testing arena&lt;br /&gt;
*Sound menu&lt;br /&gt;
*Local image export menu&lt;br /&gt;
*Designations menu (but not sub-menus)&lt;br /&gt;
*Burrows&lt;br /&gt;
*Nobles screen&lt;br /&gt;
*Military screen&lt;br /&gt;
*Custom stockpile settings&lt;br /&gt;
*Health screen (both individual and in the status screen)&lt;br /&gt;
*Economic stone settings&lt;br /&gt;
*&amp;quot;Move goods to Depot&amp;quot;-screen&lt;br /&gt;
&lt;br /&gt;
Note: All information on this page is true as of vanilla 0.40.19. All earlier versions may have to be verified independently. Mods such as DFHack may provide you with full mouse-clicky goodness.&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Tax_collector&amp;diff=219027</id>
		<title>DF2014:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Tax_collector&amp;diff=219027"/>
		<updated>2015-05-19T04:37:08Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: expanded history.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|23:37, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Tax collector''' does not exist in this version of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Prior to DF v0.31.01, the arrival of the Tax collector (along with the Baron) would signal the beginning of the Dwarven economy. Toady One has stated that the Dwarven economy may return after sweeping changes are made.  The Tax Collector would sometimes collect taxes from the dwarves. These taxes were supposed to go to the nobles, as the Tax Collector gets a happy thought for pleasing a noble when doing so. They were usually escorted by two Royal guards.&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Genetics&amp;diff=219026</id>
		<title>Genetics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Genetics&amp;diff=219026"/>
		<updated>2015-05-19T04:31:16Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|04:31, 19 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
V0.31.01 introduced a system of inheritance and genetics to go along with the [[v0.31:Release_information#Appearances|appearance modifiers]], allowing children to inherit those from their parents. Apart from appearance modifiers, attributes can also be inherited, according to [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_8_transcript.html #8].&lt;br /&gt;
&lt;br /&gt;
Genetic information is saved for every historical figure, from which each culture derives a number of tissue colors and other appearance modifiers that are likely to be found on any given member of that culture. It is currently unknown whether the abstract entity populations have any impact on the entity's genetic profile, or if only the historical figures do.&lt;br /&gt;
&lt;br /&gt;
In tissue colors, whether a color is dominant or recessive is determined by the color's position in the list of possible colors for that tissue. The first colors listed are dominant over the colors below them. Whether genes besides color have dominance and recessiveness is unknown at this time. &lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:PeridexisErrant&amp;diff=219025</id>
		<title>User talk:PeridexisErrant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:PeridexisErrant&amp;diff=219025"/>
		<updated>2015-05-19T04:29:24Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: /* &amp;quot;Melt item&amp;quot; rating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Category links ==&lt;br /&gt;
&lt;br /&gt;
The problem you likely ran across at [[Utility:Stonesense/Tutorials]] is solved by adding a colon in front of the link, like this: [[:Category:Stonesense]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 4 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Old pages ==&lt;br /&gt;
&lt;br /&gt;
I've added [[User:Lethosor/outdated_warning.js|this script]] to your [[User:PeridexisErrant/common.js|common.js]] page. Can you test it out and let me know if there are any problems with it? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:16, 4 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
It's working perfectly so far! [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 01:28, 5 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wait, too soon.  It also shows the banner on pages not in one of the old release namespaces, eg [https://dwarffortresswiki.org/index.php/ASCII_Art_Reward here].  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 07:16, 5 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:56, 5 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Melt item&amp;quot; rating ==&lt;br /&gt;
&lt;br /&gt;
Could you explain why you rated [[DF2014:Melt item]] as &amp;quot;tattered&amp;quot;? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:00, 18 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think the rating script is suggesting that rating because of the number of {{tl|verify}} tags - taking the rest of the article into account, I'm not sure it deserves that rating. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:10, 19 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
That was it.  Since you think they should be discounted here, I've re-rated it as Superior.&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Melt_item&amp;diff=219024</id>
		<title>Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Melt_item&amp;diff=219024"/>
		<updated>2015-05-19T04:29:11Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Re-rated page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:44, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-150%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Items that yield more than 100% can be used to increase the amount of a metal you have available by producing those items and then melting them down again as many times as required.  This is generally considered to be an [[Exploit#Infinite_Adamantine_.2F_Metals|exploit]] of an error in the game mechanics. However, using a dwarf with a high skill level to make the items will result in him throwing severe tantrums when you start melting all his ☼masterwork☼ items, so you will need to disable your legendary armorer/weaponsmith while using the exploit, and make sure the skill levels don't get too high on the dwarfs making the items, to avoid creating masterwork items, or you will have tantrum spirals, fist fights, and/or lots of &amp;lt;s&amp;gt;useless junk&amp;lt;/s&amp;gt; valuable trade goods lying around.&lt;br /&gt;
&lt;br /&gt;
*Caution:(Needs Verification) In the latest version melting ☼masterwork☼ crafts may cause the Dwarf to still throw tantrums even if his skills are disabled at the time.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it makes sense to designate one smelter as &amp;quot;melting&amp;quot; smelter (or for one metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up an individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job {{k|o}} at a [[Smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
If there are items in a container that you are melting, the items will be placed inside the smelter when the container is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).&lt;br /&gt;
&lt;br /&gt;
Note that the Efficiency column is only accurate for ordinary metals - when using [[adamantine]], the number of wafers required comes from the &amp;quot;Material size&amp;quot; column instead of &amp;quot;Bars to make&amp;quot;, so if that number is larger, the efficiency will be reduced accordingly.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Material size !! Bars to make !! Bars returned !! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[weapon|Weapons]] (made by Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Pick || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || (1) || 1 || 0.3{{verify}} || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 1) || (1) || 1/25 || 0.1{{verify}} || '''''250%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Siege Equipment (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Ballista arrow || (4) || 3 || 0.5{{verify}} || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Ballista arrow head || (4) || 3 || 0.5{{verify}} || 17%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 4 || 1 || 1.2{{verify}} || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 5 || 1 || 1.5{{verify}} || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Mechanic)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || (3) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Armor]] (Armorsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Helm || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet || 2 || 0.5 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Low boot || 1 || 0.5 || 0.3 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| High boot || 2 || 0.5 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 9 || 3 || 2.7 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[tool|Tools]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Pot || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Hive || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Blacksmith)&lt;br /&gt;
|-&lt;br /&gt;
| Anvil || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Bin || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || (4) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cage || (6) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chair || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chest || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Coffin || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Crutch || (3) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Door || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Grate || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Splint || (2) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Statue || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Table || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Chain || (4) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Trapper)&lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Other objects (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Amulet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Bracelet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Coins (stack of 500) || (1) || 1 || 1.1 || '''''110%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Coins (stack of 1) || (1) || 1/500 || 0.1 || '''''5000%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Crown || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Earring || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Flask || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Figurine || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%&lt;br /&gt;
|-&lt;br /&gt;
| Goblet || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument || (1) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| Toy || (1) || 1 || 0.2{{verify}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Ring || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Scepter || (1/3 to 1) || 1/3 to 1 || 0.2{{verify}} || 20% to 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All melting yields for items ''not'' specified in the raws (weapons, armor, tools, etc.) are hardcoded.&lt;br /&gt;
&lt;br /&gt;
Metal bars are able to be melted and remade into half a bar at a smelter. (Melt 1 tin bar, return as 0.5 tin bar + experience.)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A number of items produce more metal when melted than they cost to produce.{{bug|6027}}&lt;br /&gt;
*Designating items to be melted from the [[stocks]] screen can cause a crash.{{bug|6431}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon_token&amp;diff=218790</id>
		<title>Weapon token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon_token&amp;diff=218790"/>
		<updated>2015-05-18T11:50:25Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:50, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
These tokens can only be placed within an ITEM_WEAPON object definition, most do not function in armor objects.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
! Works in armor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Name of the weapon. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
| {{y}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADJECTIVE}}&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| Adjective of the weapon, e.g. the &amp;quot;large&amp;quot; in &amp;quot;large copper dagger&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE}} / {{text anchor|WEIGHT}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Volume of weapon in mL or cubic cm. Defaults to 100.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_FORCE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| The amount of force used when firing projectiles - velocity is presumably determined by the projectile's mass. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_MAXVEL}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| The maximum speed a fired projectile can have.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL}}&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| The skill to determine effectiveness in melee with this weapon. Defaults to MACE. Skill of AXE will allow it to be used to chop down trees. Skill of MINER will allow it to be used for mining. Outsider adventurers (or regular ones with no points in offensive skills) will receive a weapon with the SPEAR skill, selected at random if multiple ones have been [[modding|modded]] in. All adventurers will also start with a weapon using the DAGGER skill, again selected at random if multiple such weapons exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RANGED}}&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
*Ammo class&lt;br /&gt;
| Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWO_HANDED}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Creatures under this size (in cm^3) must use the weapon two-handed. Defaults to 50000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINIMUM_SIZE}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value). Defaults to 40000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the weapon to be made at a [[craftsdwarf's workshop]] from a sharp ([MAX_EDGE:10000] or higher) stone (e.g. [[obsidian]]) plus a wood log.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING}}&lt;br /&gt;
|&lt;br /&gt;
| Restricts this weapon to being made of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_SIZE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Number of bar units needed for forging, as well as the amount gained from melting. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
*attacktype:BLUNT or EDGE&lt;br /&gt;
*contact_area:value&lt;br /&gt;
*penetration_size:value&lt;br /&gt;
*verb2nd:string&lt;br /&gt;
*verb3rd:string&lt;br /&gt;
*noun:string&lt;br /&gt;
*velocity_multiplier:value&lt;br /&gt;
| You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. Contact area is usually high for slashing and low for bludgeoning, piercing, and poking. Penetration value tends to be low for slashing and high for stabbing. Penetration is ignored if attack is BLUNT. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weasel_man&amp;diff=218788</id>
		<title>Weasel man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weasel_man&amp;diff=218788"/>
		<updated>2015-05-18T11:50:13Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:50, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=218747</id>
		<title>40d:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=218747"/>
		<updated>2015-05-18T11:24:20Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:24, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Manager&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| arrival=&lt;br /&gt;
* None, manually appointed&lt;br /&gt;
| function=&lt;br /&gt;
* Manage bulk job orders&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Manager''' is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
When chosing a dwarf for the position the following skills are also listed as relevant:&lt;br /&gt;
&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]] &lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at {{K|j}} -&amp;gt; {{K|m}} says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed. Without a manager the 'Workshop {{K|P}}rofile' option won't be available on workshops.&lt;br /&gt;
&lt;br /&gt;
== Changing name ==&lt;br /&gt;
The Manager is named according to the rank of your [[fortress]], starting at Outpost Manager and proceeding to Hamlet Manager, Village Manager, Town Manager, City Manager, Metropolis Manager, and finally Mountainhome Manager once the [[King]] arrives.&lt;br /&gt;
&lt;br /&gt;
== Setting up work orders ==&lt;br /&gt;
&lt;br /&gt;
The Manager screen ({{k|u}}{{k|m}} or {{k|j}}{{k|m}}) allows you to set up work orders. This can be handy if you want to specify a precise number of items to be created, more than the few that will fit in a workshop's queue, but not just an indefinite amount, as you'd get by specifying a workshop task as a repeating task. It can also be useful because, although work orders will still be canceled if the raw materials aren't currently available, they will be added back to the workshop queue regularly until the order is finished.&lt;br /&gt;
&lt;br /&gt;
You can add an amount of 30 items maximum to the queue, but you can add twice the order or even more, if you want to mass produce something.&lt;br /&gt;
&lt;br /&gt;
== Approval of work orders ==&lt;br /&gt;
&lt;br /&gt;
When the Manager presides over an Outpost that has less than 20 dwarves, the {{K|j}}ob {{K|m}}anager screen allows all orders to be assigned automatically; the game simply abstracts out the order management and the Manager probably just discusses the jobs while everyone is downing their [[dwarven ale|ale]].&lt;br /&gt;
&lt;br /&gt;
However, upon becoming a Hamlet Manager, the Manager must personally verify each and every task on the manager screen; by that time, the population has grown significantly enough that the Manager must devote at least some of his time to bureaucracy.  The Manager then requires an [[Office]] to perform his or her duties.&lt;br /&gt;
&lt;br /&gt;
The manager screen displays the tasks the Manager has approved with a green check mark, and displays the tasks the Manager has not yet approved with a red X.  Approving these tasks occurs in the Manager's Office: the Manager receives a task automatically and, after spending a short amount of time scribbling furiously, the order is approved and the craftsdwarves can get to work!  Naturally, the Manager cannot be otherwise busy or else he won't be able to approve the orders.  The time taken to approve the order is dependent on the Manager's [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room, or just build a table in their office by the chair.&lt;br /&gt;
* The manager has the same room and furniture requirements as the [[broker]] and [[bookkeeper]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
* A dwarf will receive a negative thought if they have to conduct a meeting in a [[bedroom]] or dining room, so make sure they have an appropriate office.&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Macros_and_Keymaps_Examples&amp;diff=218744</id>
		<title>40d:Macros and Keymaps Examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Macros_and_Keymaps_Examples&amp;diff=218744"/>
		<updated>2015-05-18T11:23:57Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This page contains example scripts for the page [[Macros and Keymaps]] and is expected to get fairly lengthy.  Put macros in their own section and link to that section.&lt;br /&gt;
&lt;br /&gt;
==Room-designation Macro 01==&lt;br /&gt;
Designates an eight-chambered circular room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
F1::&lt;br /&gt;
send d{Enter}+{NumpadPgUp}+{NumpadPgUp}{NumpadEnd}{NumpadEnd}{Enter}+{NumpadEnd}{NumpadPgUp}x{Enter}{Enter}&lt;br /&gt;
Sleep 100&lt;br /&gt;
send x{NumpadRight}{NumpadRight}{NumpadRight}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadDown}{NumpadDown}{NumpadDown}{NumpadDown}{NumpadDown}{NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
Sleep 100&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{NumpadRight}{NumpadRight}{NumpadRight}{NumpadRight}{NumpadRight}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumPadLeft}{Enter}{Enter}&lt;br /&gt;
Sleep 100&lt;br /&gt;
send {NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadRight}{NumpadRight}{NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadDown}{NumpadDown}{NumpadDown}{NumpadDown}{NumpadDown}{NumpadDown}{NumpadDown}{NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadDown}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadLeft}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
Sleep 50&lt;br /&gt;
send {NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadUp}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
send {NumpadRight}{Enter}{Enter}&lt;br /&gt;
Sleep 100&lt;br /&gt;
send {NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadPgDn}{NumpadPgDn}{Enter}&lt;br /&gt;
send +{NumpadRight}{NumpadRight}{NumpadRight}{NumpadRight}{NumpadRight}{Enter}&lt;br /&gt;
send {NumpadPgUp}{NumpadPgUp}{Enter}&lt;br /&gt;
send +{NumpadDown}+{NumpadDown}{NumpadUp}{NumpadUp}{Enter}&lt;br /&gt;
send {NumpadHome}{NumpadHome}{Enter}&lt;br /&gt;
send +{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{NumpadLeft}{Enter}&lt;br /&gt;
send {NumpadEnd}{NumpadEnd}{Enter}&lt;br /&gt;
send +{NumpadPgUp}{NumpadEnd}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=218708</id>
		<title>40d:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=218708"/>
		<updated>2015-05-18T11:05:37Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:05, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Playing Dwarf Fortress means lots of typing.  Although the game has no internal macro/keymap system (except in alpha version 40d12), using an external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting Scripts==&lt;br /&gt;
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
== [http://sun2design.com/quickfort/ Quickfort] ==&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments). Many of the examples below can be reproduced in Quickfort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Built-in Macros ==&lt;br /&gt;
&lt;br /&gt;
With the release of df_28_181_40d13, Dwarf Fortress supports macros without any outside program. They can be created by hitting escape to access the options menu and choosing the Key Bindings section. Once in the Key Bindings menu hit Shift+Tab to open the macro screen. The macros you create here are saved in the file &amp;quot;\data\init\interface.txt&amp;quot;. Adding the following to the end of that file will create a macro that selects every item on the trade screen when you hit the tilde key (`).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:MACRO0]&lt;br /&gt;
[SYM:`]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Performance can be increased by changing the macro pause, MACRO_MS, from the default 150ms per command to zero.  Most dig macros can be created using combinations of the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[MACRO:CURSOR_UP:1]&lt;br /&gt;
[MACRO:CURSOR_DOWN:1]&lt;br /&gt;
[MACRO:CURSOR_LEFT:1]&lt;br /&gt;
[MACRO:CURSOR_RIGHT:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:DESIGNATE_DIG:1]&lt;br /&gt;
[MACRO:DESIGNATE_UNDO:1]&lt;br /&gt;
[MACRO:CURSOR_UP_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_DOWN_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_LEFT_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_RIGHT_FAST:1]&lt;br /&gt;
[MACRO:MACRO123:1]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Most of these should be self-explanatory. Each command is followed with a quantity.  To call other macros, use &amp;lt;pre&amp;gt;[MACRO:MACRO###:1]&amp;lt;/pre&amp;gt; Each new macro begins with a bind command, consisting of BIND, the macro number, and a description:&lt;br /&gt;
&amp;lt;pre&amp;gt;[BIND:MACRO11:dig_round_room]&amp;lt;/pre&amp;gt;  Spaces are not allowed in the description{{verify}}.  To bind this macro to a key, SYM is used.&amp;lt;pre&amp;gt;[SYM:Ctrl+Right]&amp;lt;/pre&amp;gt; Ctrl, Alt, and Shift combinations are allowed, but not chords with more than one{{verify}}, like Ctrl+Shift+Right.  Also, the windows, or meta key, does not appear to be supported{{verify}}. Macros appear to only be terminated by the start of a new macro (BIND command) or the end of the interface.txt file.&lt;br /&gt;
&lt;br /&gt;
Visit this [http://www.bay12games.com/forum/index.php?topic=40751.0 forum post] for additional macros, and discussion on macro creation.&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey Examples ==&lt;br /&gt;
&lt;br /&gt;
===Dumping===&lt;br /&gt;
&lt;br /&gt;
====[[GuiDumper.ahk]]====&lt;br /&gt;
This script allows the user to specify a range of squares to dump.&lt;br /&gt;
&lt;br /&gt;
====Stock Screen Dump====&lt;br /&gt;
Taken from an old version of [[User:Jackard|Jackard's user page]].&lt;br /&gt;
&lt;br /&gt;
To use, first have your bookkeeper do enough desk work so you can view individual items in the stocks listing.  Then bring it up and press del to quickly mark stuff.  To adjust the key repeat rate, edit the KEY_HOLD_MS value in \data\init\init.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
del::&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
  send d{down}&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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Designation Dump====&lt;br /&gt;
A dumping script by [[User:Dukederek|Dukederek]]:&lt;br /&gt;
&lt;br /&gt;
This script uses a system similar the commands in the designations menu to mark most of the contents of a large area for dumping. [[User:Dukederek|My talk page]] has more detailed instruction.&lt;br /&gt;
&lt;br /&gt;
Essentially you need to create two text files with the following titles and content. When playing DF it is safe to have blockdumpinit running constantly as long as you dont plan on using the ctrl-d combination for something else.&lt;br /&gt;
&lt;br /&gt;
'''blockdumpinit.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^d::&lt;br /&gt;
RunWait, &amp;quot;blockdumpmain.ahk&amp;quot;&lt;br /&gt;
Return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''blockdumpmain.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SetKeyDelay 25&lt;br /&gt;
return::&lt;br /&gt;
Send k&lt;br /&gt;
return&lt;br /&gt;
up::&lt;br /&gt;
Send w&lt;br /&gt;
return&lt;br /&gt;
left::&lt;br /&gt;
Send a&lt;br /&gt;
return&lt;br /&gt;
down::&lt;br /&gt;
Send s&lt;br /&gt;
return&lt;br /&gt;
right::&lt;br /&gt;
Send d&lt;br /&gt;
return&lt;br /&gt;
q::&lt;br /&gt;
ExitApp&lt;br /&gt;
return&lt;br /&gt;
shift::&lt;br /&gt;
x := 0&lt;br /&gt;
y := 1&lt;br /&gt;
Loop{&lt;br /&gt;
Input, keypress, B, {esc} , w,a,s,d,k,q&lt;br /&gt;
if keypress = w&lt;br /&gt;
{&lt;br /&gt;
y := --y&lt;br /&gt;
Send {up}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = s&lt;br /&gt;
{&lt;br /&gt;
y := ++y&lt;br /&gt;
Send {down}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = a&lt;br /&gt;
{&lt;br /&gt;
x := --x&lt;br /&gt;
Send {left}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = d&lt;br /&gt;
{&lt;br /&gt;
x := ++x&lt;br /&gt;
Send {right}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = k &lt;br /&gt;
{&lt;br /&gt;
break&lt;br /&gt;
}else if keypress = q&lt;br /&gt;
{&lt;br /&gt;
ExitApp&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
y := y / 2&lt;br /&gt;
z := y&lt;br /&gt;
z := Floor(z)&lt;br /&gt;
z := y/z&lt;br /&gt;
Send d{NumpadAdd}d&lt;br /&gt;
If z = 0&lt;br /&gt;
{	&lt;br /&gt;
If x = 0&lt;br /&gt;
ExitApp&lt;br /&gt;
Else{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
}&lt;br /&gt;
}If z &amp;lt;&amp;gt; 1&lt;br /&gt;
{&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}&lt;br /&gt;
}Else If z = 1&lt;br /&gt;
{&lt;br /&gt;
y := y + 0.5&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Send d{NumpadSub}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewalling ===&lt;br /&gt;
Taken from [[User:Valdemar|Valdemar's user page]].&lt;br /&gt;
&lt;br /&gt;
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with AutoHotkey. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.&lt;br /&gt;
&lt;br /&gt;
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$^+Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
$^!Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProcessEvent(direction, type)&lt;br /&gt;
{   &lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send %type%&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {%direction%}&lt;br /&gt;
    Loop&lt;br /&gt;
    {&lt;br /&gt;
        if not GetKeyState(direction, &amp;quot;P&amp;quot;) &lt;br /&gt;
            break  &lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send %type%&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {%direction%}&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grid-by-grid designation===&lt;br /&gt;
For easier diagonal and fancy mining.  Assumes that DF is active.  &amp;quot;^!&amp;quot; means ctrl-alt-direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^!NumpadEnd::&lt;br /&gt;
send {Enter}{Enter}{NumpadEnd}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadDown::&lt;br /&gt;
send {Enter}{Enter}{NumpadDown}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgDn::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgDn}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadLeft::&lt;br /&gt;
send {Enter}{Enter}{NumpadLeft}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadRight::&lt;br /&gt;
send {Enter}{Enter}{NumpadRight}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadHome::&lt;br /&gt;
send {Enter}{Enter}{NumpadHome}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadUp}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgUp}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Embark Settings macros===&lt;br /&gt;
These macros are used to ease the setup of skills and supplies before you embark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Improved Food/Alcohol buying macro====&lt;br /&gt;
This macro buys all the cost-2 food (that I have seen), as well as the four types of alcohol.  Just press ctrl+f on the Items screen.&lt;br /&gt;
It can deal with meat or drink that you already have, or is not currently featured.   By [[User:Redfenix|Redfenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^f::&lt;br /&gt;
&lt;br /&gt;
send ndwarven{SPACE}ale{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}rum{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}beer{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}wine{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}{F9}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===='First Fortress' setup====&lt;br /&gt;
This macro works with the default setup of DF, and starts you with (almost) the setup suggested in the &amp;quot;Your first fortress&amp;quot; tutorial.  The amounts are adjustable with the variables at the top of the macro.&lt;br /&gt;
&amp;lt;pre&amp;gt;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; materialplanner.ahk					  	;&lt;br /&gt;
; this is a ahk script to set up the embark settings roughly as	;&lt;br /&gt;
;suggested in the &amp;quot;your first fortress&amp;quot; tutorial.  Inventory	;&lt;br /&gt;
;can be customized slightly.					;&lt;br /&gt;
; use ctrl+shift+e to run				  	;&lt;br /&gt;
;							  	;&lt;br /&gt;
; NOTEs:						  	;&lt;br /&gt;
; change variables to suit your desires			 	;&lt;br /&gt;
; the fourth guy is a Stonecrafter instead of Herbalist		;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
;;VARIABLES;;&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
PICKS = 2	;number of picks to pack&lt;br /&gt;
AXES = 1 	;number of axes to pack&lt;br /&gt;
ANVILS = 0	;number of anvils to pack&lt;br /&gt;
MEATS = 7	;how much meat to take, each buys one of each cheap type (total number depends on locale)&lt;br /&gt;
DRINKS = 26	;how many drinks to take, each one buys 4 drinks, one of each type&lt;br /&gt;
SEEDS = 5	;each increment buys 5 plump helmet spawn, 2 pig tail, and 2 rock nuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SetKeyDelay, 12	;Key delay, to keep Dwarf Fortress from being overwhelmed.&lt;br /&gt;
		;Set higher if you get weird results, or lower to get the&lt;br /&gt;
		;script to run faster&lt;br /&gt;
SLEEPTIME = 12	;same thing, only used in the repeated key press loops though&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
;;The code;;&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
^+e::&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;remove all of the items&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
loop 105{&lt;br /&gt;
	Send {NumpadSub}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
			;place the skills&lt;br /&gt;
			;first guy&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
Send {right}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;novice appraiser&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;novice Judge of Intent&lt;br /&gt;
Send {Up}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;competent gem setter&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;second guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Mason&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;third guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Carpenter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Wood Cutter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fourth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Grower&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Down}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Stone Crafter&lt;br /&gt;
loop 9{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fifth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Mechanic&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Building Designer&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;sixth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Weaponsmith&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Armorsmith&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;seventh guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Cook&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Brewer&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
			;do the inventory&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
			;Meat&lt;br /&gt;
&lt;br /&gt;
if MEATS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
tmp := MEATS - 1&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;copper picks&lt;br /&gt;
if PICKS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}copper picks{Right}{Enter}&lt;br /&gt;
tmp := PICKS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Axes&lt;br /&gt;
if AXES &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}steel axes{Right}{Enter}&lt;br /&gt;
tmp := AXES - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Seeds&lt;br /&gt;
if SEEDS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
send {n}Rock nuts{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}plump helmet spawn{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}Pig tail Seeds{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
&lt;br /&gt;
tmp := SEEDS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
			;Anvils&lt;br /&gt;
if ANVILS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}iron anvils{Right}{Enter}&lt;br /&gt;
tmp := ANVILS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Drinks&lt;br /&gt;
if DRINKS &amp;gt; 0{&lt;br /&gt;
send {n}Dwarven ale{Right}{Enter}&lt;br /&gt;
send {n}Dwarven beer{Right}{Enter}&lt;br /&gt;
send {n}Dwarven wine{Right}{Enter}&lt;br /&gt;
send {n}Dwarven rum{Right}{Enter}&lt;br /&gt;
&lt;br /&gt;
tmp := DRINKS - 1&lt;br /&gt;
loop 4{&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A more modular approach===&lt;br /&gt;
Hit WIN+G to go once you are on the empty item screen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#g::&lt;br /&gt;
;add an anvil&lt;br /&gt;
Additem(&amp;quot;iron anvils&amp;quot;,1)&lt;br /&gt;
;add 31 of the boozes (kind of iffy might end up with dwarven cheese or something if the civilization does not have 4 boozes)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
;adds copper nuggets &lt;br /&gt;
Additem(&amp;quot;copper n&amp;quot;,5)&lt;br /&gt;
;adds cassiterite&lt;br /&gt;
Additem(&amp;quot;cass&amp;quot;,5)&lt;br /&gt;
;bitumous coal&lt;br /&gt;
Additem(&amp;quot;coal&amp;quot;,5)&lt;br /&gt;
;tower cap logs&lt;br /&gt;
Additem(&amp;quot;logs&amp;quot;,11)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
IsCurrentItemThere()&lt;br /&gt;
{&lt;br /&gt;
	;color of text in the new item screen 0xFFFF00(selected) or 0x808000 (unselected)&lt;br /&gt;
	;location of text in the new item screen 305, 150&lt;br /&gt;
	PixelSearch, , , 305, 150, 315, 160, 0x808000, 3,&lt;br /&gt;
	return !ErrorLevel&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AddItem(name,amount)&lt;br /&gt;
{&lt;br /&gt;
	Sleep 100&lt;br /&gt;
	amount -= 1&lt;br /&gt;
	SetKeyDelay 150&lt;br /&gt;
	SendInput n&lt;br /&gt;
	SendInput %name%&lt;br /&gt;
	;MsgBox Name Check&lt;br /&gt;
	Sleep 200&lt;br /&gt;
	if IsCurrentItemThere() &lt;br /&gt;
	{&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		SendInput {Right}&lt;br /&gt;
		SendInput {Enter}&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		Loop&lt;br /&gt;
		{&lt;br /&gt;
			if amount &amp;lt;= 0 &lt;br /&gt;
			{&lt;br /&gt;
				break&lt;br /&gt;
			}&lt;br /&gt;
			SendInput {NumpadAdd}&lt;br /&gt;
			Sleep 10&lt;br /&gt;
			amount --&lt;br /&gt;
		}&lt;br /&gt;
		;MsgBox Done&lt;br /&gt;
	}&lt;br /&gt;
	else &lt;br /&gt;
	{&lt;br /&gt;
		SendInput {F9}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bed Assigning macro===&lt;br /&gt;
This will assign bedrooms to your dwarfs. Press F3 followed by a single digit indicating how many beds to assign. Can repeat the action, as the number of beds assigned is stored in a counter. Room size is default, but easily edited into the script. By [[User:Napsterbater|Napsterbater]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
bedcounter = 0&lt;br /&gt;
F3::&lt;br /&gt;
  Input, counter, L1&lt;br /&gt;
  SetKeyDelay, 100&lt;br /&gt;
  loop  %counter% {&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {Down}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {Down}&lt;br /&gt;
    send {q}{r}{Enter}{a}&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    send {NumPadAdd}{Enter}&lt;br /&gt;
    send {space}{r}&lt;br /&gt;
  }&lt;br /&gt;
  bedcounter += counter&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Room-designation macros===&lt;br /&gt;
&lt;br /&gt;
====Valdemar's Designator Macro====&lt;br /&gt;
This macro can read a spreadsheet and designate rooms according to it. [http://www.bay12games.com/forum/index.php?topic=1428.0 Version 1]&lt;br /&gt;
&lt;br /&gt;
Version 2 of this macro apparently only works in versions up to and including 38c {{verify}}, and can be found here: [http://www.bay12games.com/forum/index.php?topic=1890.0 Version 2]&lt;br /&gt;
&lt;br /&gt;
====Fedor's chambered circle====&lt;br /&gt;
A circular room with eight equal-sized chambers, suitable for everything from housing to workshops to a mausoleum.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mkv25.net/dfma/movie-216-room-designationmacro01 See this macro in action]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Macros_and_Keymaps_Examples#Room-designation Macro 01|Macro text]]&lt;br /&gt;
&lt;br /&gt;
====Valdemar's bedroom complex====&lt;br /&gt;
A large fractal bedroom/dining complex, with 56 bedrooms and room for 24 tables.&lt;br /&gt;
&lt;br /&gt;
You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.&lt;br /&gt;
&lt;br /&gt;
Note - the macro is much faster than the demo movie shows, it is done in under a minute.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-252 Demo Movie]&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/fractalbr.zip Download]&lt;br /&gt;
&lt;br /&gt;
====Tulip's room macros====&lt;br /&gt;
Based on [[Bedroom_design|the bedroom designs.]]&lt;br /&gt;
&lt;br /&gt;
^g means alt+g, !g means ctrl+g, and so on.&lt;br /&gt;
Open up the designations window before using these:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; This will make a basic 'x' pattern workshop/room layout&lt;br /&gt;
; and will 'land' back on the same tile it starts on each time,&lt;br /&gt;
; which happens to be the center.&lt;br /&gt;
; It is modified so that you will have 3 staircases, and an extra tile&lt;br /&gt;
; because many workshops do not have corner access.&lt;br /&gt;
!r::&lt;br /&gt;
Send di2{enter}88{enter}4d{enter}4{enter}67{enter}77{enter}66666666&lt;br /&gt;
Send {enter}11{enter}1{enter}6{enter}114{enter}4{enter}2{enter}11{enter}&lt;br /&gt;
Send 66666666{enter}77{enter}7{enter}6{enter}74&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms only.&lt;br /&gt;
; Your cursor will be over the left staircase.&lt;br /&gt;
!g::&lt;br /&gt;
Send i999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}&lt;br /&gt;
Send d3{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 78{enter}44{enter}8{enter}{enter}&lt;br /&gt;
Send 96{enter}88{enter}6{enter}{enter}	&lt;br /&gt;
Send 32{enter}66{enter}2{enter}{enter}&lt;br /&gt;
Send 96{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 1444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 88{enter}88{enter}6{enter}{enter}&lt;br /&gt;
Send 78{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 66{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 14{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}7i{enter}{enter}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms plus dining.&lt;br /&gt;
; Everything above applies.&lt;br /&gt;
^g::&lt;br /&gt;
Send i{enter}{enter}999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}d&lt;br /&gt;
Send 444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 9966{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 7788{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 1144{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 36{enter}8886666666{enter}&lt;br /&gt;
Send 9{enter}4444444{enter}&lt;br /&gt;
Send 8{enter}6666{enter}744{enter}{enter}&lt;br /&gt;
Send 222222441{enter}6666666{enter}&lt;br /&gt;
Send {enter}22{enter}8{enter}4444{enter}&lt;br /&gt;
Send 7778&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; This makes THLawrence's Living Pods (the A is for Arabia).&lt;br /&gt;
; Put your cursor where you want the upper left staircase to be.&lt;br /&gt;
; Like my other scripts, it recenters on that tile.&lt;br /&gt;
; Also, thank you THLawrence, this one was really easy write!&lt;br /&gt;
!a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 96666666&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 33222&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 7444&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 9988888&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes the lobby for THLawrence's Living pods.&lt;br /&gt;
^a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}66{enter}9{enter}66{enter}3{enter}41i{enter}{enter}&lt;br /&gt;
Send 36d{enter}1444444{enter}&lt;br /&gt;
Send 74{enter}1{enter}22{enter}3{enter}3i{enter}{enter}d1{enter}1{enter}666{enter}9{enter}&lt;br /&gt;
Send 66{enter}3{enter}66{enter}9{enter}88{enter}7{enter}74{enter}1144{enter}&lt;br /&gt;
Send 36666i{enter}{enter}777777&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====LordGrunt's room macro====&lt;br /&gt;
Based on 1 of the fractal [[Bedroom_design|bedroom designs.]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-1226-fractalbedrooms Demo Movie]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; Fractal Apts&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of left up staircase&lt;br /&gt;
;&lt;br /&gt;
; ALT+G to generate,&lt;br /&gt;
; CTRL+ALT+G to erase in case of failure&lt;br /&gt;
;&lt;br /&gt;
     &lt;br /&gt;
!g::&lt;br /&gt;
base_cross()&lt;br /&gt;
sleep 100&lt;br /&gt;
mid_sqr()&lt;br /&gt;
sleep 100&lt;br /&gt;
corridors()&lt;br /&gt;
sleep 100&lt;br /&gt;
all_rooms()&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
base_cross()&lt;br /&gt;
{&lt;br /&gt;
Send i{ENTER}3{ENTER}&lt;br /&gt;
Send d1{ENTER}6{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+28{ENTER}&lt;br /&gt;
Send d{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+888{ENTER}4{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+82{ENTER}&lt;br /&gt;
Send d{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+24{ENTER}2{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+46{ENTER}&lt;br /&gt;
Send d{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+666{ENTER}8{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+64{ENTER}&lt;br /&gt;
Send d{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4474{SHIFT}+8{SHIFT}+888888{ENTER}66666{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+2222{ENTER}8&lt;br /&gt;
Send d{SHIFT}+8{SHIFT}+88884488888{SHIFT}+6{SHIFT}+6666666{ENTER}22222{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4444{ENTER}6&lt;br /&gt;
}&lt;br /&gt;
mid_sqr()&lt;br /&gt;
{&lt;br /&gt;
Send d{SHIFT}+3666&lt;br /&gt;
send d{ENTER}{SHIFT}+9{SHIFT}+999999{ENTER}1{ENTER}9999{ENTER}9{ENTER}111{ENTER}&lt;br /&gt;
send d{SHIFT}+1{SHIFT}+1{SHIFT}+1{ENTER}999{ENTER}99{ENTER}1111{ENTER}99&lt;br /&gt;
send d{SHIFT}+8{SHIFT}+8{SHIFT}+8444{ENTER}333{ENTER}33{ENTER}7777{ENTER}&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+37{ENTER}333{ENTER}7{ENTER}7777{ENTER}&lt;br /&gt;
}&lt;br /&gt;
corridors()&lt;br /&gt;
{&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+7999{ENTER}{SHIFT}+6{SHIFT}+6{SHIFT}+66{ENTER}&lt;br /&gt;
send d333333{ENTER}{SHIFT}+2{SHIFT}+2{SHIFT}+22{ENTER}&lt;br /&gt;
send d111111{ENTER}{SHIFT}+4{SHIFT}+4{SHIFT}+44{ENTER}&lt;br /&gt;
send d777777{ENTER}{SHIFT}+8{SHIFT}+8{SHIFT}+88{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d3333222{ENTER}{SHIFT}+466{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888{ENTER}{SHIFT}+644{ENTER}&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+6{SHIFT}+6333&lt;br /&gt;
send d{ENTER}{SHIFT}+466{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888{ENTER}{SHIFT}+644{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+1966&lt;br /&gt;
send d{ENTER}{SHIFT}+288{ENTER}&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666{ENTER}{SHIFT}+822{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+8{SHIFT}+8777&lt;br /&gt;
send d{ENTER}{SHIFT}+288{ENTER}&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666{ENTER}{SHIFT}+822{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d999988{ENTER}{SHIFT}+64{ENTER}&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+3777{ENTER}{SHIFT}+28{ENTER}&lt;br /&gt;
send d{SHIFT}+1{SHIFT}+1{SHIFT}+1999{ENTER}{SHIFT}+46{ENTER}&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+7333{ENTER}{SHIFT}+82{ENTER}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
rooms_up()&lt;br /&gt;
{&lt;br /&gt;
send d78{ENTER}96{ENTER}&lt;br /&gt;
send d223{ENTER}32{ENTER}&lt;br /&gt;
send d44444{ENTER}87{ENTER}&lt;br /&gt;
send d63{ENTER}{ENTER}98{ENTER}{ENTER}23{ENTER}{ENTER}7&lt;br /&gt;
}&lt;br /&gt;
rooms_down()&lt;br /&gt;
{&lt;br /&gt;
send d32{ENTER}14{ENTER}&lt;br /&gt;
send d887{ENTER}78{ENTER}&lt;br /&gt;
send d66666{ENTER}32{ENTER}&lt;br /&gt;
send d74{ENTER}{ENTER}21{ENTER}{ENTER}78{ENTER}{ENTER}3&lt;br /&gt;
}&lt;br /&gt;
rooms_left()&lt;br /&gt;
{&lt;br /&gt;
send d14{ENTER}87{ENTER}&lt;br /&gt;
send d996{ENTER}63{ENTER}&lt;br /&gt;
send d2222{ENTER}41{ENTER}&lt;br /&gt;
send d98{ENTER}{ENTER}47{ENTER}{ENTER}96{ENTER}{ENTER}1&lt;br /&gt;
}&lt;br /&gt;
rooms_right()&lt;br /&gt;
{&lt;br /&gt;
send d96{ENTER}32{ENTER}&lt;br /&gt;
send d114{ENTER}47{ENTER}&lt;br /&gt;
send d8888{ENTER}96{ENTER}&lt;br /&gt;
send d21{ENTER}{ENTER}63{ENTER}{ENTER}14{ENTER}{ENTER}9&lt;br /&gt;
}&lt;br /&gt;
;======= WIDE&lt;br /&gt;
rooms_upw()&lt;br /&gt;
{&lt;br /&gt;
send d78{ENTER}966{ENTER}&lt;br /&gt;
send d223{ENTER}32{ENTER}&lt;br /&gt;
send d444444{ENTER}87{ENTER}&lt;br /&gt;
send d63{ENTER}{ENTER}98{ENTER}6{ENTER}23{ENTER}{ENTER}74&lt;br /&gt;
}&lt;br /&gt;
rooms_downw()&lt;br /&gt;
{&lt;br /&gt;
send d32{ENTER}144{ENTER}&lt;br /&gt;
send d887{ENTER}78{ENTER}&lt;br /&gt;
send d666666{ENTER}32{ENTER}&lt;br /&gt;
send d74{ENTER}{ENTER}21{ENTER}4{ENTER}78{ENTER}{ENTER}36&lt;br /&gt;
}&lt;br /&gt;
rooms_leftw()&lt;br /&gt;
{&lt;br /&gt;
send d14{ENTER}887{ENTER}&lt;br /&gt;
send d996{ENTER}63{ENTER}&lt;br /&gt;
send d22222{ENTER}41{ENTER}&lt;br /&gt;
send d98{ENTER}{ENTER}47{ENTER}8{ENTER}96{ENTER}{ENTER}12&lt;br /&gt;
}&lt;br /&gt;
rooms_rightw()&lt;br /&gt;
{&lt;br /&gt;
send d96{ENTER}322{ENTER}&lt;br /&gt;
send d114{ENTER}47{ENTER}&lt;br /&gt;
send d88888{ENTER}96{ENTER}&lt;br /&gt;
send d21{ENTER}{ENTER}63{ENTER}2{ENTER}14{ENTER}{ENTER}98&lt;br /&gt;
}&lt;br /&gt;
;============&lt;br /&gt;
rooms3up()&lt;br /&gt;
{&lt;br /&gt;
send d8888888&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d1111222&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d66666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d4444&lt;br /&gt;
}&lt;br /&gt;
rooms3down()&lt;br /&gt;
{&lt;br /&gt;
send d2222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d7777888&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d66666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d4444&lt;br /&gt;
}&lt;br /&gt;
rooms3left()&lt;br /&gt;
{&lt;br /&gt;
send d4444444&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d9999666&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d22222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d8888&lt;br /&gt;
}&lt;br /&gt;
rooms3right()&lt;br /&gt;
{&lt;br /&gt;
send d6666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d22222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d8888&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;==========&lt;br /&gt;
all_rooms()&lt;br /&gt;
{&lt;br /&gt;
;left wide:&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d222222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_leftw()&lt;br /&gt;
;bottom wide:&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+3{SHIFT}+378&lt;br /&gt;
rooms_downw()&lt;br /&gt;
send d9999888&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d444444444&lt;br /&gt;
rooms_left()&lt;br /&gt;
;right wide:&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+999{SHIFT}+66&lt;br /&gt;
rooms_rightw()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d222222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
;top wide&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+777{SHIFT}+88&lt;br /&gt;
rooms_upw()&lt;br /&gt;
send d1111222&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d666666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
;remainin 9-room chambers&lt;br /&gt;
send d{SHIFT}+26666&lt;br /&gt;
rooms3right()&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666&lt;br /&gt;
rooms3left()&lt;br /&gt;
send d{SHIFT}+1111&lt;br /&gt;
rooms3up()&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888&lt;br /&gt;
rooms3down()&lt;br /&gt;
send d{SHIFT}+3333&lt;br /&gt;
rooms3left()&lt;br /&gt;
send d{SHIFT}+6{SHIFT}+6444&lt;br /&gt;
rooms3right()&lt;br /&gt;
send d{SHIFT}+9999&lt;br /&gt;
rooms3down()&lt;br /&gt;
send d{SHIFT}+8{SHIFT}+8222&lt;br /&gt;
rooms3up()&lt;br /&gt;
;send d{SHIFT}+7777&lt;br /&gt;
;rooms3right()&lt;br /&gt;
;send d{SHIFT}+2{SHIFT}+4666&lt;br /&gt;
;rooms3left()&lt;br /&gt;
send d1111144499{ENTER}{SHIFT}+1{SHIFT}+4{SHIFT}+41{ENTER}&lt;br /&gt;
send d77444444444{ENTER}8888888{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+6666{ENTER}&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+487{ENTER}{SHIFT}+1{SHIFT}+2{SHIFT}+21{ENTER}&lt;br /&gt;
send d33222222222{ENTER}6666666{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+8888{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2221111&lt;br /&gt;
send i{ENTER}3{ENTER}7&lt;br /&gt;
deco()&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
deco()&lt;br /&gt;
{&lt;br /&gt;
send x77774{ENTER}{ENTER}9{ENTER}{ENTER}6669{ENTER}6{ENTER}3666{ENTER}{ENTER}3{ENTER}{ENTER}&lt;br /&gt;
send x2223{ENTER}2{ENTER}1222{ENTER}{ENTER}1{ENTER}{ENTER}1444{ENTER}4{ENTER}4447&lt;br /&gt;
send x{ENTER}{ENTER}7{ENTER}{ENTER}7888{ENTER}8{ENTER}666666&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
; CTRL+ALT+G to erase all&lt;br /&gt;
!^g::&lt;br /&gt;
send x{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{ENTER}{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{ENTER}{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pyrofyr's room macro====&lt;br /&gt;
Based on Palin88's Apartment design based on Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Pyrofor_room_macro.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
 * Macro by Pyrofyr for Room Design -- Cleaned up by 0x517A5D&lt;br /&gt;
 * Enter (d)esignate mode, position the cursor where you want the&lt;br /&gt;
 * middle of the design to be, then press Ctrl+Alt+D to start the Macro.&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
;Attn Pyrofor: for slash-star style comments, the ending star-slash must&lt;br /&gt;
;be the first thing on its line.  Otherwise the comment isn't terminated.&lt;br /&gt;
&lt;br /&gt;
#SingleInstance Force&lt;br /&gt;
#IfWinActive, Dwarf Fortress&lt;br /&gt;
SetKeyDelay 0,, Play&lt;br /&gt;
&lt;br /&gt;
; Ctrl+Alt+D&lt;br /&gt;
^!d::&lt;br /&gt;
send d{NumPadUp 18}{NumPadLeft 18}&lt;br /&gt;
;Attn Pyrofor: note how repeated keystrokes are done in AHK.&lt;br /&gt;
;no need for tehLoop().&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadRight 18}&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadLeft 18}&lt;br /&gt;
send {NumPadDown 18}&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadRight 18}&lt;br /&gt;
directions()&lt;br /&gt;
middle()&lt;br /&gt;
stairs()&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
directions()&lt;br /&gt;
{&lt;br /&gt;
    ;hallway box&lt;br /&gt;
    send {Enter}{NumPadRight 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadDown 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadLeft 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadUp 18}{Enter}&lt;br /&gt;
    ;indentations on box&lt;br /&gt;
    send {Enter}{NumPadRight 1}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 6}{Enter}{NumPadDown 2}{NumPadRight 1}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 6}{Enter}{NumPadDown 1}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadRight 4}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadUp 1}{Enter}&lt;br /&gt;
    send {NumPadUp 6}{Enter}{NumPadUp 2}{NumPadLeft 1}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadUp 6}{Enter}{NumPadUp 1}{Enter}&lt;br /&gt;
    send {NumPadLeft 6}{Enter}{NumPadLeft 4}{Enter}&lt;br /&gt;
    ; middle hallways&lt;br /&gt;
    send {NumPadRight 2}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{Enter}{NumPadDown 4}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadUp 8}{NumPadLeft 6}{Enter}{NumPadRight 14}{Enter}&lt;br /&gt;
    ; cross apartments, horizontal segments&lt;br /&gt;
    send {NumPadDown 4}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 3}{Enter}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 3}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadDown 3}{NumPadRight 2}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 8}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadUp 5}{NumPadLeft 1}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 6}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 4}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 3}{NumPadUp 2}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 3}{Enter}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 3}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 3}{NumPadRight 2}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 8}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    ; cross apartments, vertical segments&lt;br /&gt;
    send {NumPadRight 1}{NumPadDown 2}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 6}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 3}{NumPadLeft 2}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadUp 3}{Enter}{NumPadUp 6}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadUp 3}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 3}{NumPadDown 2}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 8}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 4}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 8}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 2}{NumPadLeft 3}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadDown 3}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 3}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 2}{NumPadUp 3}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 6}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 4}{NumPadLeft 2}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
middle()&lt;br /&gt;
{&lt;br /&gt;
    send {NumPadUp 10}{NumPadLeft 2}{Enter}{NumPadRight 4}{NumPadDown 20}{Enter}&lt;br /&gt;
    send {NumPadUp 5}{NumPadRight 1}{Enter}{NumPadUp 10}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 1}{Enter}{NumPadDown 8}{NumPadRight 8}{Enter}&lt;br /&gt;
    send {NumPadUp 2}{NumPadRight 1}{Enter}{NumPadUp 4}{NumPadLeft 10}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 6}{Enter}{NumPadDown 2}{NumPadRight 22}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 11}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
stairs()&lt;br /&gt;
{&lt;br /&gt;
    send i{NumPadUp 18}{NumPadLeft 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadDown 9}{NumPadRight 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 9}{NumPadUp 18}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Exploration Mining in 2 steps===&lt;br /&gt;
This macro will make a 5 row, 11 column UP/DOWN stairway grid (2 empty spaces between each row/column).&amp;lt;br&amp;gt;&lt;br /&gt;
Starting point as indicated (row 3, column 11)&amp;lt;br&amp;gt;&lt;br /&gt;
'''MUST BE IN DESIGNATION MODE WITH CURSOR AT THE ''&amp;lt;-- START HERE'' LOCATION'''&amp;lt;br&amp;gt;&lt;br /&gt;
Link is &amp;lt;ctrl&amp;gt; &amp;lt;windowskey&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
Dive is &amp;lt;ctrl&amp;gt; &amp;lt;alt&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Link&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X &amp;lt;-- start here&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Filename is ExploreMine-Link.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Link&lt;br /&gt;
^#`::&lt;br /&gt;
&lt;br /&gt;
send d&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(9,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dive&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X &amp;lt;-- start here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Filename is ExploreMine-Dive.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Dive&lt;br /&gt;
^!`::&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fancy Exploration Mining===&lt;br /&gt;
This script digs a connected series of mine shafts, as in [[Mineshaft Stitching]]. Start this script in the upper-left corner of the area you want to explore. Set the spacing to a value greater than 1 if you want to look for large clusters. Note that this pattern creates a very long walkway back to the start of the mineshafts. If you do not excavate routinely, consider connecting the top-level paths of areas you have already explored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; stitching.ahk					   ;&lt;br /&gt;
 ; this is an ahk script to place exploratory mine shafts. ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+s to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+c		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts		   ;&lt;br /&gt;
 ; This version resets it's state so that it can be re-run ;&lt;br /&gt;
 ; without having to reload the script			   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ; Based on a script by Seth Fogarty,		           ;&lt;br /&gt;
 ; Which was based on a script by StrawberryBunny	   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
depth = 3&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
DropShaft(vertdir, depth, wait)&lt;br /&gt;
{&lt;br /&gt;
	Send i&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
 ^+c::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox depth, Input Depth, Mineshaft depth: z-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+s::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	DropShaft(vdir, depth, wait)&lt;br /&gt;
        if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		vdir = +,&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		vdir = +.&lt;br /&gt;
	}&lt;br /&gt;
	Send d&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
DropShaft(vdir, depth, wait)&lt;br /&gt;
if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
{&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send +,&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	vdir = +.&lt;br /&gt;
}	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Upstairs Mineshaft Finisher===&lt;br /&gt;
This script is used to create a series of up staircases in a pattern for use with mineshaft scripts (like the mineshaft stitching above). Most mineshaft scripts use up/down staircases all the way to the bottom, but the lowest z-level will not allow up/down staircases so you mineshafts will be unfinished. This script allows you to correct this problem and place up stairs where the up/down stairs would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; Upstair stitching.ahk				   ;&lt;br /&gt;
 ; this is an ahk script to place up stairs at regular	   ;&lt;br /&gt;
 ; intervals (useful for completing mine shafts).	   ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+u to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+p		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts		   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ; Based on a script by Seth Fogarty,		           ;&lt;br /&gt;
 ; Which was based on a script by StrawberryBunny	   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
 ^+p::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+u::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	Send u&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
Send u&lt;br /&gt;
Send {Enter}&lt;br /&gt;
Send {Enter}&lt;br /&gt;
Sleep %wait%&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interface Enhancement Scripts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The MOUSE control====&lt;br /&gt;
For unrivaled mouse control in DF try [[User:Digger|this DF Mouse script]]&lt;br /&gt;
&lt;br /&gt;
====Tile Counter or Scrolling Accelerator====&lt;br /&gt;
Lack of reference plus slow scroll speed make planning digging area frustrating,so here is the script that shows coordinate and speed scrolling up.&lt;br /&gt;
[[User:Daedalusai|ShowXY]]&lt;br /&gt;
&lt;br /&gt;
===4-Pour Water Creation script===&lt;br /&gt;
For Automating creation of water using Gibbeds Tweak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;	4-pour.ahk&lt;br /&gt;
;	Dwarf fortress water creation script.&lt;br /&gt;
;&lt;br /&gt;
;Use this script in conjunction with Gibbeds Dwarf Fortress Tweak to create endless amounts of water.;&lt;br /&gt;
;&lt;br /&gt;
;Directions&lt;br /&gt;
;&lt;br /&gt;
;1. Have DF running and position the screen such that when you press &amp;quot;K&amp;quot; the X will appear where you &lt;br /&gt;
&lt;br /&gt;
;want the water to appear.&lt;br /&gt;
;2. Have Gbbed's Dwarf Fortress tweak running in the background (with the proper process selected)&lt;br /&gt;
;3. run the 4-pour script&lt;br /&gt;
;4. press alt-p to get Pouring&lt;br /&gt;
;&lt;br /&gt;
;The script will then begin a cycle that moves the cursor around in a little 2x2 square editing each &lt;br /&gt;
&lt;br /&gt;
;tile to have 7/7 of water, it then pauses for a half a seond to let the water flow a bit, and repeats. &lt;br /&gt;
&lt;br /&gt;
;It does this until you..&lt;br /&gt;
;&lt;br /&gt;
;5. press and hold &amp;lt;shift&amp;gt; to stop&lt;br /&gt;
;&lt;br /&gt;
;As always, save before you experiment with this&lt;br /&gt;
;I hold no responsibility for what this script ends up doing to your dwarves/fortress/computer/carpet&lt;br /&gt;
;Feel free to clean it up, make it more usable, whatever&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.&lt;br /&gt;
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.&lt;br /&gt;
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.&lt;br /&gt;
&lt;br /&gt;
!p::&lt;br /&gt;
loop &lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
GetKeyState, state, Shift&lt;br /&gt;
if state = D&lt;br /&gt;
    Break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send k&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadRight}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadDown}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadLeft}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadUp}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send {space}&lt;br /&gt;
sleep 800&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tesselated Apartments Builder===&lt;br /&gt;
&lt;br /&gt;
This one is another tesselated apartments script, with some larger areas added. Credit for layout to GnomeChomsky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; TessApts.ahk&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of leftmost staircase&lt;br /&gt;
;&lt;br /&gt;
; CTRL+G       : Central room, 8 apartments (necessary on at least one z-level)&lt;br /&gt;
; ALT+G        : No central room, 16 apartments&lt;br /&gt;
; CTRL+ALT+G   : Four &amp;quot;central room&amp;quot; layouts connected in center (28 apartments)&lt;br /&gt;
; CTRL+SHIFT+G : Four &amp;quot;16 apartment&amp;quot; layouts, unconnected in center&lt;br /&gt;
;&lt;br /&gt;
!g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}114444444&lt;br /&gt;
return&lt;br /&gt;
^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
return&lt;br /&gt;
!^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}88899999999&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}3333332&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}111114444444&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
Send 9988888888{ENTER}999{ENTER}+444444&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
+^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}888889&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+221&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+1+46&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+71144444&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===File pattern builder===&lt;br /&gt;
&lt;br /&gt;
This is a script to create a macro out of any building pattern you like. If you like tesselated, this script will do it. If you like blocky, this script can do that, too. Just create a text file that contains the pattern you want to use and this macro will create it like nobody's business.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; File Pattern.ahk				   	   ;&lt;br /&gt;
 ; this is an ahk script to read a text file and use	   ;&lt;br /&gt;
 ; the pattern contained inside as a blueprint for digging ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in a corner of the area to be explored		   ;&lt;br /&gt;
 ; then use ctrl+shift+d to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+f		   ; &lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
filename = C:\pattern.txt&lt;br /&gt;
loc = ul&lt;br /&gt;
wait = 100&lt;br /&gt;
&lt;br /&gt;
wallsymbol = 1&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = 2&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;br /&gt;
&lt;br /&gt;
digcommand = d&lt;br /&gt;
upcommand = u&lt;br /&gt;
downcommand = j&lt;br /&gt;
updowncommand = i&lt;br /&gt;
rampcommand = r&lt;br /&gt;
channelcommand = h&lt;br /&gt;
&lt;br /&gt;
hdir = {Right}&lt;br /&gt;
vdir = {Down}&lt;br /&gt;
&lt;br /&gt;
upperleft = ul&lt;br /&gt;
upperright = ur&lt;br /&gt;
lowerleft = ll&lt;br /&gt;
lowerright = lr&lt;br /&gt;
&lt;br /&gt;
inrun = 0&lt;br /&gt;
&lt;br /&gt;
 ^+f::&lt;br /&gt;
inputbox filename, Enter Path, Enter the full path to the file that contains the pattern to use&lt;br /&gt;
inputbox loc, Enter Cursor Location, Enter the location of the cursor within the pattern (Upper Left = ul`, Lower Right = lr...etc.)&lt;br /&gt;
inputbox wait, Enter Delay, Enter the delay to use (default is 100)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
 ^+d::&lt;br /&gt;
&lt;br /&gt;
IfExist,  %filename%&lt;br /&gt;
{&lt;br /&gt;
	FileRead, contents, %filename%&lt;br /&gt;
	StringSplit Array, contents, `r, `n&lt;br /&gt;
&lt;br /&gt;
	if (loc = upperleft)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Right}&lt;br /&gt;
		vdir = {Down}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = upperright)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Left}&lt;br /&gt;
		vdir = {Down}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = lowerleft)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Right}&lt;br /&gt;
		vdir = {Up}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = lowerright)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Left}&lt;br /&gt;
		vdir = {Up}&lt;br /&gt;
	}&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		MsgBox, Invalid cursor location!&lt;br /&gt;
		return&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	Loop %Array0%&lt;br /&gt;
	{&lt;br /&gt;
		if (loc = upperleft || loc = upperright)&lt;br /&gt;
		{&lt;br /&gt;
			current_line = %a_index%&lt;br /&gt;
		}&lt;br /&gt;
		else if (loc = lowerleft || loc = lowerright)&lt;br /&gt;
		{&lt;br /&gt;
			current_line := (Array0 - a_index + 1)&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		current_value := Array%current_line%&lt;br /&gt;
		&lt;br /&gt;
		len := StrLen(current_value)&lt;br /&gt;
&lt;br /&gt;
		if (hdir = &amp;quot;{Left}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			new_value =&lt;br /&gt;
&lt;br /&gt;
			Loop %len%&lt;br /&gt;
			{&lt;br /&gt;
				new_value := new_value . SubStr(current_value, (len - a_index) + 1, 1)&lt;br /&gt;
			}&lt;br /&gt;
			&lt;br /&gt;
			current_value := new_value&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		Loop %len%&lt;br /&gt;
		{&lt;br /&gt;
			current_char := SubStr(current_value, a_index, 1)&lt;br /&gt;
&lt;br /&gt;
			if (current_char != wallsymbol)&lt;br /&gt;
			{				&lt;br /&gt;
				if (!inrun)&lt;br /&gt;
				{&lt;br /&gt;
					if (current_char = floorsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %digcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = updownsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %updowncommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = downsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %downcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = upsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %upcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = rampsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %rampcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = channelsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %channelcommand%&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					inrun = 1&lt;br /&gt;
				}&lt;br /&gt;
&lt;br /&gt;
				;;If we're at the end of a line or the next char is different, then end the run&lt;br /&gt;
				if ((a_index &amp;gt;= len) || (current_char != SubStr(current_value, a_index + 1, 1)))&lt;br /&gt;
				{&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					inrun = 0&lt;br /&gt;
					Sleep %wait%&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			if (a_index &amp;lt; len)&lt;br /&gt;
			{&lt;br /&gt;
				Send %hdir%&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
		if (a_index &amp;lt; Array0)&lt;br /&gt;
		{&lt;br /&gt;
			Send %vdir%&lt;br /&gt;
&lt;br /&gt;
			if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
			{&lt;br /&gt;
				hdir = {Left}&lt;br /&gt;
			}&lt;br /&gt;
			else if (hdir = &amp;quot;{Left}&amp;quot;)&lt;br /&gt;
			{&lt;br /&gt;
				hdir = {Right}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	MsgBox File not found&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sample file to show how this all works:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
111111&lt;br /&gt;
100001&lt;br /&gt;
100201&lt;br /&gt;
103001&lt;br /&gt;
100401&lt;br /&gt;
105001&lt;br /&gt;
100601&lt;br /&gt;
100001&lt;br /&gt;
111111&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This creates a room filled with up/down stairs, a ramp, and a channel.&lt;br /&gt;
&lt;br /&gt;
And finally, here's a sample pattern based on the decentralized workshop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1111111111111111111111111111111111111&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000000000000000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000111101111111110111111111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000000000000010000000100000000000001&lt;br /&gt;
1000111101111000100010001111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1101100010001000100010001000100011011&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111111100011111111011110001&lt;br /&gt;
1000100000000000030400000000000010001&lt;br /&gt;
1010000000000000030400000000000000101&lt;br /&gt;
1000100000000000030400000000000010001&lt;br /&gt;
1000111101111111100011111111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1101100010001000100010001000100011011&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111000100010001111011110001&lt;br /&gt;
1000000000000010000000100000000000001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111111110111111111011110001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000000000000000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1111111111111111111111111111111111111&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== jokermatt999's pump stack builder ===&lt;br /&gt;
&lt;br /&gt;
Just a simple macro to place one mined level of a pump stack room, as illustrated in the pump stack page on this wiki. It's recommended you exit out after finishing up with it, as the macro is just assigned to p. Hit/Hold down p for multiple layers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
p::Send i{Enter}{Enter}{Right}d{Enter}{Right}{Right}{Down}{Down}{Enter}h{Enter}{Enter}{Up}{Left}x{Enter}{Enter}{Left}{Left}{Down}h{Enter}{Enter}{Up}{Up}{Shift Down}.{Shift Up}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
p::&lt;br /&gt;
Send i{Enter 2}&lt;br /&gt;
Send d6{Enter}33{Enter}&lt;br /&gt;
Send h{Enter 2}&lt;br /&gt;
Send x7{Enter 2}&lt;br /&gt;
Send h14{Enter 2}&lt;br /&gt;
Send 88{Shift Down}.{Shift Up}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game_Interface FAQ}}&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Map_legend&amp;diff=218704</id>
		<title>40d:Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Map_legend&amp;diff=218704"/>
		<updated>2015-05-18T11:05:02Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
==Tile Colors==&lt;br /&gt;
The [[color]]s of a map tile may give information about that region's predominant [[biome]]: its temperature, alignment, and other handy things. Cyan or blue means the area is &amp;quot;good&amp;quot; aligned. Purple and grey/red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White tiles indicate snow.&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
&lt;br /&gt;
Tiles are listed in by alignment, with regular tiles first, then haunted, then good aligned tiles, and then evil tiles.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name&lt;br /&gt;
! Regular&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| '''''Forests'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Broadleaf]] [[Forest]]'''&lt;br /&gt;
Broadleaf forests change tiles with the seasons.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFF00|#FF0000}}&lt;br /&gt;
|{{Biome|╞|╡|#808000|#808000}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|{{Biome|♠|♣|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FFFF|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Tropical]] [[Broadleaf]] [[Rainforest]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|Γ|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Coniferous]] [[Forest]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|↑|↨|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#800080|#FF00FF}}&lt;br /&gt;
|} &lt;br /&gt;
|-&lt;br /&gt;
|'''''[[Mountains]]'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hills]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Low Mountain]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#808080|#808080}}&lt;br /&gt;
|{{Biome|⌂|⌂|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mountain]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|{{Biome|▲|▲|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[High Mountain]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|{{Biome|▲|▲|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Peak]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF00FF|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#800080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Volcano]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Plains'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Grassland]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Savanna]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shrubland]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#008080|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Deserts'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sand desert|Sand Desert]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Rocky wasteland|Rocky Wasteland]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Badlands]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|V|√|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Wetlands'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Swamp]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#008000|#008000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Marsh]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#0000FF|#0000FF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}} &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Ice Biomes'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Tundra]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Glacier]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|░|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Water'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[River]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#0000FF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#00FFFF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#00FFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#FF0000|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#808000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ocean]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#000080|#000080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#800000|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lake]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|~|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Delta'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈─|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Features===&lt;br /&gt;
Must be set to 'ALWAYS' in init.txt to be visible&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''[[Underground_river|Underground river]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Underground_pool|Underground pool]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|~|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Magma#Magma_sources|Magma pool]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|~|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Magma#Magma_sources|Magma pipe]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Chasm]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|#|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Chasm|Bottomless Pit]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|○|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Other Features'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|£|#00FFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sites ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''[[Elf|Elven]] retreat'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|î|#FFFF00|#000000}}&lt;br /&gt;
|{{Raw Tile|¶|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Human]] cities and towns'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|+|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|*|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|#|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|☼|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dwarf|Dwarven]] mountainhomes and fortresses'''&lt;br /&gt;
Lighter colored fortresses and towns are more populous.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Ω|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#C0C0C0|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Goblin]] fortresses'''&lt;br /&gt;
Pink ones are more heavily populated than the gray ones.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Π|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Π|#FF00FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Cave]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|•|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ruins]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|μ|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''[[Migrants]]'''&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|-|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meeting&amp;diff=218701</id>
		<title>40d:Meeting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meeting&amp;diff=218701"/>
		<updated>2015-05-18T11:04:37Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Noble]] [[Dwarf|dwarves]] need to schedule occasional '''meetings''' with [[liaison|representatives]] from the homelands and foreign [[diplomat]]s.  Meetings generally begin when the seasonal [[caravan]] arrives; merchants and traders usually have a diplomat accompanying them. Diplomats will meet with the [[expedition leader]], [[mayor]], [[baron]], [[count]], [[duke]], or [[king]], whichever is of highest rank, while guild representatives will meet with your [[broker]] to discuss [[trade]] agreements.  The foreigner will follow the relevant [[dwarf]] around the [[fortress]] until the meeting is finished;  if your nobles have a lot of labors turned on, the meeting might take several [[calendar|months]] to conclude.&lt;br /&gt;
&lt;br /&gt;
If the dwarf has an [[office]], the meeting will take place there;  a high-quality office will give the dwarf who scheduled the meeting a happy [[thought]], while a poor office will upset the dwarf.  If the dwarf does not have an office, the meeting will take place in a [[meeting hall]], which is to say a [[dining room]] that has the &amp;quot;Meeting Hall&amp;quot; option turned on.  Meeting in public sometimes embarrasses the dwarf, who receives an unhappy thought from having to conduct a meeting in such circumstances.  Also, if your leader is taken by a [[strange mood]] during the meeting, the [[diplomat]] will leave unhappy.&lt;br /&gt;
&lt;br /&gt;
Unhappy civilians sometimes schedule their own meetings with the [[Leader]] in order to yell at him or her.  The leader will use a social [[Skill]], such as [[Consoler]], to calm the unhappy dwarf with results depending on the leader's skill level.  This process is a bit buggy -- if the leader is interrupted during the meeting, the civilian will sometimes get stuck in the &amp;quot;Conduct Meeting&amp;quot; labor.  Drafting and undrafting the civilian might help snap them out of it.&lt;br /&gt;
&lt;br /&gt;
Non-[[legendary]] dwarves, if left idle for long period of time, will periodically meet with the [[manager]] to complain about job scarcity.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[Leader]]&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meeting_hall&amp;diff=218700</id>
		<title>40d:Meeting hall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meeting_hall&amp;diff=218700"/>
		<updated>2015-05-18T11:04:27Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''Meeting Hall''', also known as the ''Great Hall'', is among the most vital parts of any fortress.  It is a designation like a [[Activity zone#Meeting Area|Meeting Area]] where idle dwarves gather, [[Party|parties]] are held (until a [[statue garden]] is built), and [[stray]] [[domestic animal]]s congregate.  It is a good idea to site this heavily-trafficked area someplace both safe and convenient to get to.&lt;br /&gt;
&lt;br /&gt;
To have a [[dining room]] double as a meeting hall; type {{k|q}} -&amp;gt; {{k|h}} on any dining room table.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[Activity zone#Meeting Area|Meeting Area]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Megabeast&amp;diff=218697</id>
		<title>40d:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Megabeast&amp;diff=218697"/>
		<updated>2015-05-18T11:04:14Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Mighty creatures that attack your fortress. When one enters your area, the game will announce its presence and its name.&lt;br /&gt;
&lt;br /&gt;
Megabeasts will not arrive until you have a population of 80, 100,000☼ created wealth, and 10,000☼ exported wealth. At most one megabeast attack can happen during any given season, its arrival date determined ahead of time (and restricted from being during the first or last week of the season). Force-quitting and loading a fortress from a few days before a megabeast attack may result in a different one arriving on the same day, depending on what has survived [[world generation]].&lt;br /&gt;
&lt;br /&gt;
Included in this [[:Category:Megabeasts|category]] are the [[Bronze colossus]], [[Dragon]], [[Hydra]], and [[Titan]].&lt;br /&gt;
&lt;br /&gt;
Occasionally, worlds may be generated in which no megabeasts survive, making the game considerably less [[fun]]. A common method of avoiding this problem is to make megabeasts significantly stronger during world generation (by increasing their SIZE or DAMBLOCK) so that more of them survive; however, this may result in them being just as strong when encountered, even if the modifications are later undone.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Creature]]&lt;br /&gt;
:* [[Sphere]]s&lt;br /&gt;
:* [[Fanciful]]&lt;br /&gt;
:* [[Siege#Megabeasts|Siege]]&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_editing&amp;diff=218696</id>
		<title>40d:Memory editing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_editing&amp;diff=218696"/>
		<updated>2015-05-18T11:04:00Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Editing/Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://cheatengine.org/?t=38984 Cheat Engine], [http://www.dogcows.com/ The Cheat (for Macs)]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Memory Editing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''[[40d:Memory hacking|For Advanced and Expert Uses of Memory Editing See: Memory Hacking]]''&lt;br /&gt;
&lt;br /&gt;
''Note: As of version 0.28.181.40d, the following memory editing does not work.''&lt;br /&gt;
&lt;br /&gt;
Memory Editing can be used for [[:Cheating|cheating]] and otherwise modifying Dwarf Fortress as it runs.&lt;br /&gt;
Memory Editors find the particular memory address where a specific value is located and change it for the better. Most of these programs search for a Hex address with the terms set by the user and display and offers modification of the found data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Cheating Tutorial With Memory Editors (Using Artmoney) ===&lt;br /&gt;
&lt;br /&gt;
Warning: This is a good way to crash windows or otherwise mess up your computer. Only attempt memory editing if you are relaxed and don't mind this kind of thing too much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Step 1'''&lt;br /&gt;
&lt;br /&gt;
Open Both Dwarf Fortress and Art Money and start a new fortress.&lt;br /&gt;
When asked choose to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
Notice that all of your dwarfs have 10 points to use for their skills.&lt;br /&gt;
&lt;br /&gt;
'''Step 2'''&lt;br /&gt;
&lt;br /&gt;
In the Select Process bar in Art Money choose Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
'''Step 3'''&lt;br /&gt;
&lt;br /&gt;
Press Search and enter the value 10.&lt;br /&gt;
&lt;br /&gt;
'''Step 4'''&lt;br /&gt;
&lt;br /&gt;
After the search has finished go into DF and change all of the dwarves skill points to another number, such as 6.&lt;br /&gt;
[[Image:Artmoney1.JPG]]&lt;br /&gt;
&lt;br /&gt;
'''Step 5''' &lt;br /&gt;
&lt;br /&gt;
Press FILTER this time and enter the new number, such as 6.&lt;br /&gt;
Continue with this until you have only 7 (the number of dwarves) memory address values left. You can see the number of values in the left window in art money.&lt;br /&gt;
&lt;br /&gt;
'''Step 6''' &lt;br /&gt;
&lt;br /&gt;
Press the blue arrow in the middle bar to move them over to the right window.&lt;br /&gt;
&lt;br /&gt;
Check the boxes under the designation F (for freeze).&lt;br /&gt;
&lt;br /&gt;
'''Step 7''' &lt;br /&gt;
&lt;br /&gt;
Repeat all of this for your points value and max out everything as much as you wish.&lt;br /&gt;
[[Image:Memoryeditortutorial2.JPG]]&lt;br /&gt;
&lt;br /&gt;
'''Step 8''' &lt;br /&gt;
&lt;br /&gt;
Before you start the game it may be wise to uncheck (unfreeze) all of the boxes. The memory addresses may be used for something else.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Starting with Legendary Skills ==&lt;br /&gt;
&lt;br /&gt;
There is a rather time-intensive way to give dwarfs legendary skills with Artmoney. Set a skill level for one dwarf (eg. &amp;quot;Skilled&amp;quot;), search for a number corresponding to that skill level (0 for dabbling - 15 for legendary; 4 for skilled in this case) and then change that skill level while filtering results until you've narrowed down your one memory value. Just set this value to 15 and you have a legendary Miner, Armor User etc.&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=218695</id>
		<title>40d:Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=218695"/>
		<updated>2015-05-18T11:03:51Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:03, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
== Versions ==&lt;br /&gt;
See the following subpages for version specific information&lt;br /&gt;
* '''[[Memory hacking/v0.27.169.33g|v0.27.169.33g]]'''&lt;br /&gt;
* [[Memory hacking/v0.27.169.33f|v0.27.169.33f]]&lt;br /&gt;
* [[Memory hacking/v0.27.169.33e|v0.27.169.33e]]&lt;br /&gt;
* [[Memory hacking/v0.27.169.33d|v0.27.169.33d]]&lt;br /&gt;
* [[Memory hacking/v0.27.169.33c|v0.27.169.33c]]&lt;br /&gt;
* [[Memory hacking/v0.27.169.33b|v0.27.169.33b]]&lt;br /&gt;
* [[Memory hacking/v0.27.169.33a|v0.27.169.33a]]&lt;br /&gt;
* [[Memory hacking/v0.28.181.40d16|v0.28.181.40d16]]&lt;br /&gt;
* [[Memory hacking/v0.28.181.40d17|v0.28.181.40d17]]&lt;br /&gt;
* [[Memory hacking/v0.28.181.40d18|v0.28.181.40d18]]&lt;br /&gt;
* [[Memory hacking/v0.28.181.40d19|v0.28.181.40d19]]&lt;br /&gt;
&lt;br /&gt;
== Data Types ==&lt;br /&gt;
=== String ===&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 4 || Junk || Junk data that exists due to a curious artifact in the C++ standard. Technically it's the allocator - in reality, the default allocator has no data associated with it.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 16 || Character buffer || Holds the string data if capacity &amp;lt; 16&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 4 || Character pointer || Points to the string data if capacity &amp;gt;= 16&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || 4 || Length || Current length of the string&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Yes, the second two items overlap. This is correct. This is the MSVC Express string format - Toady appears to be using standard C++ structures pretty much everywhere.&lt;br /&gt;
&lt;br /&gt;
=== Vector ===&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 4 || Junk || Junk data that exists due to a curious artifact in the C++ standard. Technically it's the allocator - in reality, the default allocator has no data associated with it.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 4 || Array start&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || 4 || Array end || (End - Start)/4 = # of elements (if pointers)&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || 4 || Array allocated end || (Allocated End - Start)/4 = capacity (if pointers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Type ID list ==&lt;br /&gt;
&lt;br /&gt;
Most likely incomplete, but this was all that could be found so far.&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| ID || Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt; || Miner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; || Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02&amp;lt;/code&amp;gt; || Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x03&amp;lt;/code&amp;gt; || Bowyer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x04&amp;lt;/code&amp;gt; || Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x05&amp;lt;/code&amp;gt; || Stoneworker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x06&amp;lt;/code&amp;gt; || Engraver&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x07&amp;lt;/code&amp;gt; || Mason&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x08&amp;lt;/code&amp;gt; || Ranger&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x09&amp;lt;/code&amp;gt; || Animal Caretaker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0A&amp;lt;/code&amp;gt; || Animal Trainer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0B&amp;lt;/code&amp;gt; || Hunter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0C&amp;lt;/code&amp;gt; || Trapper&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0D&amp;lt;/code&amp;gt; || Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0E&amp;lt;/code&amp;gt; || Metalsmith&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0F&amp;lt;/code&amp;gt; || Furnace Operator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x10&amp;lt;/code&amp;gt; || Weaponsmith&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x11&amp;lt;/code&amp;gt; || Armorer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt; || Blacksmith&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x13&amp;lt;/code&amp;gt; || Metalcrafter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x14&amp;lt;/code&amp;gt; || Jeweler&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x15&amp;lt;/code&amp;gt; || Gem Cutter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x16&amp;lt;/code&amp;gt; || Gem Setter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x17&amp;lt;/code&amp;gt; || Craftsman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x18&amp;lt;/code&amp;gt; || Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x19&amp;lt;/code&amp;gt; || Stonecrafter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x1A&amp;lt;/code&amp;gt; || Leatherworker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x1B&amp;lt;/code&amp;gt; || Bone Carver&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x1C&amp;lt;/code&amp;gt; || Weaver&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x1D&amp;lt;/code&amp;gt; || Clothier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x1E&amp;lt;/code&amp;gt; || Glassmaker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x1F&amp;lt;/code&amp;gt; || Strand Extractor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x20&amp;lt;/code&amp;gt; || Queen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x21&amp;lt;/code&amp;gt; || Queen Consort&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x22&amp;lt;/code&amp;gt; || Fishery Worker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x23&amp;lt;/code&amp;gt; || Fisherman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x24&amp;lt;/code&amp;gt; || Fish Dissector&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x25&amp;lt;/code&amp;gt; || Fish Cleaner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x26&amp;lt;/code&amp;gt; || Farmer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x27&amp;lt;/code&amp;gt; || Cheese Maker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x28&amp;lt;/code&amp;gt; || Milker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x29&amp;lt;/code&amp;gt; || Cook&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2A&amp;lt;/code&amp;gt; || Thresher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2B&amp;lt;/code&amp;gt; || Miller&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2C&amp;lt;/code&amp;gt; || Butcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2D&amp;lt;/code&amp;gt; || Tanner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2E&amp;lt;/code&amp;gt; || Dyer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x2F&amp;lt;/code&amp;gt; || Planter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; || Herbalist&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x31&amp;lt;/code&amp;gt; || Brewer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x32&amp;lt;/code&amp;gt; || Soap Maker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x33&amp;lt;/code&amp;gt; || Potash Maker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x34&amp;lt;/code&amp;gt; || Lye Maker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x35&amp;lt;/code&amp;gt; || Wood Burner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x36&amp;lt;/code&amp;gt; || Engineer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x37&amp;lt;/code&amp;gt; || Mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x38&amp;lt;/code&amp;gt; || Siege Engineer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x39&amp;lt;/code&amp;gt; || Siege Operator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x3A&amp;lt;/code&amp;gt; || Pump Operator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x3B&amp;lt;/code&amp;gt; || Clerk&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x3C&amp;lt;/code&amp;gt; || Administrator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x3D&amp;lt;/code&amp;gt; || Trader&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x3E&amp;lt;/code&amp;gt; || Architect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x3F&amp;lt;/code&amp;gt; || Alchemist&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt; || Tax Collector&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x41&amp;lt;/code&amp;gt; || Hammerer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x42&amp;lt;/code&amp;gt; || Baroness&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x43&amp;lt;/code&amp;gt; || Countess&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x44&amp;lt;/code&amp;gt; || Duchess&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x45&amp;lt;/code&amp;gt; || Baroness Consort&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x46&amp;lt;/code&amp;gt; || Countess Consort&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x47&amp;lt;/code&amp;gt; || Duchness Consort&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x48&amp;lt;/code&amp;gt; || Philosopher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x49&amp;lt;/code&amp;gt; || Advisor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x4A&amp;lt;/code&amp;gt; || Dungeon Master&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x4B&amp;lt;/code&amp;gt; || Merchant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x4C&amp;lt;/code&amp;gt; || Diplomat&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x4D&amp;lt;/code&amp;gt; || Guild Representative&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x4E&amp;lt;/code&amp;gt; || Merchant Baroness&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x4F&amp;lt;/code&amp;gt; || Merchant Princess&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x50&amp;lt;/code&amp;gt; || Outpost Liaison&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x51&amp;lt;/code&amp;gt; || Druid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x52&amp;lt;/code&amp;gt; || Champion&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x53&amp;lt;/code&amp;gt; || Hammerman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x54&amp;lt;/code&amp;gt; || Hammer Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x55&amp;lt;/code&amp;gt; || Spearman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x56&amp;lt;/code&amp;gt; || Spearmaster&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x57&amp;lt;/code&amp;gt; || Crossbowman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x58&amp;lt;/code&amp;gt; || Elite Crossbowman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x59&amp;lt;/code&amp;gt; || Wrestler&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x5A&amp;lt;/code&amp;gt; || Elite Wrestler&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x5B&amp;lt;/code&amp;gt; || Axeman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x5C&amp;lt;/code&amp;gt; || Axe Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x5D&amp;lt;/code&amp;gt; || Swordsman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x5E&amp;lt;/code&amp;gt; || Swordmaster&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x5F&amp;lt;/code&amp;gt; || Maceman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x60&amp;lt;/code&amp;gt; || Mace Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x61&amp;lt;/code&amp;gt; || Pikeman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x62&amp;lt;/code&amp;gt; || Pikemaster&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x63&amp;lt;/code&amp;gt; || Bowman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x64&amp;lt;/code&amp;gt; || Elite Bowman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x65&amp;lt;/code&amp;gt; || Blowgunner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x66&amp;lt;/code&amp;gt; || Elite Blowgunner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x67&amp;lt;/code&amp;gt; || Recruit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x68&amp;lt;/code&amp;gt; || Hunting creature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x69&amp;lt;/code&amp;gt; || War creature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x6A&amp;lt;/code&amp;gt; || Master Thief&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x6B&amp;lt;/code&amp;gt; || Thief&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x6C&amp;lt;/code&amp;gt; || Peasant or creature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x6D&amp;lt;/code&amp;gt; || Child&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x6E&amp;lt;/code&amp;gt; || Baby&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x6F&amp;lt;/code&amp;gt; || Drunk&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x70&amp;lt;/code&amp;gt; || Lasher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x71&amp;lt;/code&amp;gt; || Master Lasher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Profession list ==&lt;br /&gt;
 PROFESSION_MINE,&lt;br /&gt;
 PROFESSION_HAUL_STONE,&lt;br /&gt;
 PROFESSION_HAUL_WOOD,&lt;br /&gt;
 PROFESSION_HAUL_BODY,&lt;br /&gt;
 PROFESSION_HAUL_FOOD,&lt;br /&gt;
 PROFESSION_HAUL_REFUSE,&lt;br /&gt;
 PROFESSION_HAUL_ITEM,&lt;br /&gt;
 PROFESSION_HAUL_FURNITURE,&lt;br /&gt;
 PROFESSION_HAUL_ANIMALS,&lt;br /&gt;
 PROFESSION_CLEAN,&lt;br /&gt;
 PROFESSION_CUTWOOD,&lt;br /&gt;
 PROFESSION_CARPENTER,&lt;br /&gt;
 PROFESSION_DETAIL,&lt;br /&gt;
 PROFESSION_MASON,&lt;br /&gt;
 PROFESSION_ARCHITECT,&lt;br /&gt;
 PROFESSION_ANIMALTRAIN,&lt;br /&gt;
 PROFESSION_ANIMALCARE,&lt;br /&gt;
 PROFESSION_HEALTHCARE,&lt;br /&gt;
 PROFESSION_BUTCHER,&lt;br /&gt;
 PROFESSION_TRAPPER,&lt;br /&gt;
 PROFESSION_DISSECT_VERMIN,&lt;br /&gt;
 PROFESSION_LEATHER,&lt;br /&gt;
 PROFESSION_TANNER,&lt;br /&gt;
 PROFESSION_BREWER,&lt;br /&gt;
 PROFESSION_ALCHEMIST,&lt;br /&gt;
 PROFESSION_SOAP_MAKER,&lt;br /&gt;
 PROFESSION_WEAVER,&lt;br /&gt;
 PROFESSION_CLOTHESMAKER,&lt;br /&gt;
 PROFESSION_MILLER,&lt;br /&gt;
 PROFESSION_PROCESS_PLANT,&lt;br /&gt;
 PROFESSION_MAKE_CHEESE,&lt;br /&gt;
 PROFESSION_MILK,&lt;br /&gt;
 PROFESSION_COOK,&lt;br /&gt;
 PROFESSION_PLANT,&lt;br /&gt;
 PROFESSION_HERBALIST,&lt;br /&gt;
 PROFESSION_FISH,&lt;br /&gt;
 PROFESSION_CLEAN_FISH,&lt;br /&gt;
 PROFESSION_DISSECT_FISH,&lt;br /&gt;
 PROFESSION_HUNT,&lt;br /&gt;
 PROFESSION_SMELT,&lt;br /&gt;
 PROFESSION_FORGE_WEAPON,&lt;br /&gt;
 PROFESSION_FORGE_ARMOR,&lt;br /&gt;
 PROFESSION_FORGE_FURNITURE,&lt;br /&gt;
 PROFESSION_METAL_CRAFT,&lt;br /&gt;
 PROFESSION_CUT_GEM,&lt;br /&gt;
 PROFESSION_ENCRUST_GEM,&lt;br /&gt;
 PROFESSION_WOOD_CRAFT,&lt;br /&gt;
 PROFESSION_STONE_CRAFT,&lt;br /&gt;
 PROFESSION_BONE_CARVE,&lt;br /&gt;
 PROFESSION_GLASSMAKER,&lt;br /&gt;
 PROFESSION_EXTRACT_STRAND,&lt;br /&gt;
 PROFESSION_AXE,&lt;br /&gt;
 PROFESSION_SWORD,&lt;br /&gt;
 PROFESSION_MACE,&lt;br /&gt;
 PROFESSION_HAMMER,&lt;br /&gt;
 PROFESSION_SPEAR,&lt;br /&gt;
 PROFESSION_DAGGER,&lt;br /&gt;
 PROFESSION_CROSSBOW,&lt;br /&gt;
 PROFESSION_BOW,&lt;br /&gt;
 PROFESSION_BLOWGUN,&lt;br /&gt;
 PROFESSION_PIKE,&lt;br /&gt;
 PROFESSION_WHIP,&lt;br /&gt;
 PROFESSION_SHIELDLEVEL,&lt;br /&gt;
 PROFESSION_ARMORLEVEL,&lt;br /&gt;
 PROFESSION_SIEGECRAFT,&lt;br /&gt;
 PROFESSION_SIEGEOPERATE,&lt;br /&gt;
 PROFESSION_BOWYER,&lt;br /&gt;
 PROFESSION_MECHANIC,&lt;br /&gt;
 PROFESSION_WEAPONNUMBER,&lt;br /&gt;
 PROFESSION_POTASH_MAKING,&lt;br /&gt;
 PROFESSION_LYE_MAKING,&lt;br /&gt;
 PROFESSION_DYER,&lt;br /&gt;
 PROFESSION_BURN_WOOD,&lt;br /&gt;
 PROFESSION_OPERATE_PUMP,&lt;br /&gt;
 PROFESSION_UNUSED_3,&lt;br /&gt;
 PROFESSION_UNUSED_4,&lt;br /&gt;
 PROFESSION_UNUSED_5,&lt;br /&gt;
 PROFESSION_UNUSED_6,&lt;br /&gt;
 PROFESSION_UNUSED_7,&lt;br /&gt;
 PROFESSION_UNUSED_8,&lt;br /&gt;
 PROFESSION_UNUSED_9,&lt;br /&gt;
 PROFESSION_UNUSED_10,&lt;br /&gt;
 PROFESSION_UNUSED_11,&lt;br /&gt;
 PROFESSION_UNUSED_12,&lt;br /&gt;
 PROFESSION_UNUSED_13,&lt;br /&gt;
 PROFESSION_UNUSED_14,&lt;br /&gt;
 PROFESSION_UNUSED_15,&lt;br /&gt;
 PROFESSION_UNUSED_16,&lt;br /&gt;
 PROFESSION_UNUSED_17,&lt;br /&gt;
 PROFESSION_UNUSED_18,&lt;br /&gt;
 PROFESSION_UNUSED_19,&lt;br /&gt;
 PROFESSION_UNUSED_20,&lt;br /&gt;
 PROFESSION_UNUSED_21,&lt;br /&gt;
 PROFESSION_UNUSED_22,&lt;br /&gt;
 PROFESSION_UNUSED_23,&lt;br /&gt;
 PROFESSION_UNUSED_24,&lt;br /&gt;
 PROFESSION_UNUSED_25,&lt;br /&gt;
 PROFESSION_UNUSED_26,&lt;br /&gt;
 PROFESSION_UNUSED_27,&lt;br /&gt;
 PROFESSION_UNUSED_28,&lt;br /&gt;
 PROFESSION_UNUSED_29,&lt;br /&gt;
 PROFESSION_UNUSED_30,&lt;br /&gt;
 PROFESSIONNUM,&lt;br /&gt;
[[Category:Guides]] [[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal_profit&amp;diff=218694</id>
		<title>40d:Metal profit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal_profit&amp;diff=218694"/>
		<updated>2015-05-18T11:03:36Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:03, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This article is intended to show the value, costs, steps required, and ultimately the profit of smelting and making something with each bar. It will be especially useful for things like determining if it would be more profitable to smelt an alloy for crafts or use it's component metals for crafts instead. '''This article is a stub.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Steps to make&lt;br /&gt;
! Material Value * Item Value - Coal/flux cost&lt;br /&gt;
!Item Value to Break Even&lt;br /&gt;
|-&lt;br /&gt;
|[[Copper]]||1||2i - 20||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Bronze]]||1||5i - 20||4&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron]]||1||10i - 20||2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig iron]]||2||10i - 32||3.2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel]]||3||30i - 34||1.1333&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The value of a  bar of [[coal]] is 10. For the examples I've given it's assumed that you'll use 1 bar of coal to smelt the metal, and another to make something of it. I'm bad with tables and wikis in general, so excuse the weird table.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military_design&amp;diff=218693</id>
		<title>40d:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military_design&amp;diff=218693"/>
		<updated>2015-05-18T11:03:24Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:03, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the training, organization and deployment of your military, the soldiers that will use your defenses for the greater glory blah blah blah, yadda yadda yadda.  &lt;br /&gt;
&lt;br /&gt;
See the [[Defense guide|Defense Guide]] for a general overview of threats and considerations for fortress defense.&lt;br /&gt;
&lt;br /&gt;
For specific suggestions on the physical defenses that will defend your military, see [[Defense design|Defense Design]].&lt;br /&gt;
&lt;br /&gt;
Many defenses rely on complex traps as a central part, that are, essentially, the defense themselves.  For complex traps that are '''not''' a minor/optional part of a larger defensive plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]].  &lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy.  Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other dwarves, or escort a caravan through unknown or deadly threats.  Only military can take the fight to the enemy (doomsday devices excepted.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Training [[soldier]]s up is actually fairly quick - less than a season for [[wrestling]], and again for a weapon skill.  [[Shield user]] and [[armor user]] take longer, so getting on it asap, at least with some of your first [[migrant]]s (if not with your starting seven) is recommended if you want to go the military route.&lt;br /&gt;
&lt;br /&gt;
One of the important parts of a military is to have dwarves with high [[attributes]], and that requires training them up.  See [[cross-training]] for suggestions on various attribute training plans.&lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaptation]] in your military. You can use an [[archery target]] this way, too.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Archers are deadly, but vulnerable to melee - crossbows as clubs just aren't the best, but you can't have [[Defense_design#Simple_5x5_Archer's_Tower|archer towers]] every 15 tiles across the map - sometimes you want to take it to the enemy.  Beyond that, mixing or matching is largely up to you.&lt;br /&gt;
&lt;br /&gt;
===Small squads/individual soldiers===&lt;br /&gt;
Manipulating large numbers of soldiers is easiest when grouped in a few squads, no doubt. But if the leader of that squad decides to go for a drink, on break, to eat or sleep, the entire squad follows.  What's more, if placed behind a wall, some members of a large squad might decide their best location is on the ''other side'' of that wall.  Keeping squads small, in 2's or 3's, or even as individual soldiers, requires more management but returns much higher tactical results.&lt;br /&gt;
&lt;br /&gt;
If trained to (near-)Legendary in [[shield user]], [[wrestling]] and a weapon of choice, and armored up with adamantine, one lone [[Champion#Heroes_and_Champions|champion]] can take out several squads of goblins without a scratch.  But combat always has a random element - DF happens.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Tactics==&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
===Wait for my signal...===&lt;br /&gt;
When ganging up on dangerous creatures (such as megabeasts), turning off &amp;quot;Chase wild animals&amp;quot; is preferable until all units are in position.  Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.&lt;br /&gt;
&lt;br /&gt;
Likewise, often champions will rush out on their own to do battle with an overwhelming force of siegers.  Keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit.  (Having a good lockable front gate will also avoid this.)&lt;br /&gt;
&lt;br /&gt;
==Militia &amp;amp; Armed civilians==&lt;br /&gt;
Besides professional, full time military, it's quite useful to incorporate part-time soldiers or armed civilians into the mix.&lt;br /&gt;
&lt;br /&gt;
* See also '''[[Cross-training]]''' for suggestions on training attributes &amp;amp; civilian/military mixes.&lt;br /&gt;
&lt;br /&gt;
====Training: self-sorting migrants====&lt;br /&gt;
When you get a new wave of 10 or 30 migrants, especially early on, what jobs do you give them? If they have obvious [[Preference|likes or dislikes]], you can go with those - if they like &amp;quot;steel&amp;quot;, they'll be a [[weaponsmith]] or [[armorsmith]], if they like aluminum or platinum, maybe a [[metal crafter]], and so on.  But for those who have no such special talents, you may want a bunch to become military, both weaponsdwarves and marksdwarves, and some to become haulers - who's who? &lt;br /&gt;
&lt;br /&gt;
The answer is - let ''them'' decide, by what [[attribute]]s they gain. Haulers need some Strength if they're hauling stone (and [[furnace operator]]s are not hurt by it either). Toughness is not immediately useful to anyone out of combat, but is critical to survive military training and surviving and healing from combat injuries.  Agility helps anyone, giving more actions/time spent, which includes a faster movement across distances.  So put any migrants who are not obviously ear-marked into a quick training program - have them [[mining|mine]] soil for a season, or work on [[pump]]s, or assign them as your [[bookkeeper]] or [[stone detailing|smoothing stone]], whatever works for you.  After a few attribute gains (you'll see 5 before they hit Legendary, 6 not long after - up to you when they're &amp;quot;ready&amp;quot;*), see where they are - send your Toughest into sparring for weaponry, your most Agile into hauling, your Strong/Agile into crossbow training, and so on. (Note - metal crossbows plus bolts weigh much more than a hand-weapon, as much as half the armor itself!) Agile makes anyone &amp;quot;faster&amp;quot;, both walking and many tasks, so that is up to you to place where you want it most. &lt;br /&gt;
&lt;br /&gt;
:''(* A Very Strong dwarf can carry most any single stone, though it takes a Mighty dwarf to carry platinum or gold ore without slowing down.  A full suit of plate layered over chain armor weighs a staggering amount, but [[Armor user]] can negate part or even (at Legendary) all of that.  A metal crossbow, metal bolts and backup quiver can be lugged by any unarmored dwarf, but don't allow much margin for additional armor. See [[Speed#Encumbrance|Speed/Encumbrance]] &amp;amp; [[Equipment and encumbrance]].)''&lt;br /&gt;
&lt;br /&gt;
Remember that the three attributes are chosen at random, and a dwarf will gain more with military or any additional training (&amp;quot;Hauling&amp;quot; doesn't give any experience).  Also, [[soldier]]s that have any full rank in a civilian skill don't get bad thoughts when de-Activated,  are more useful when there is no threat.  Similarly, civilians who have a full rank in a combat skill get no bad thoughts when suddenly Activated when the need arises.  This can be used to create civilian &amp;quot;reservists&amp;quot; who can be called upon when needed, military with a civilian application, or in a quick-and-dirty program, civilians who can better defend themselves when necessary - wood cutters with some [[Axedwarf]], or miners with extra [[Wrestling]] for when their picks get stuck in a [[goblin]] - even a few ranks can make a big difference in an [[ambush]].  There is a reason Sparta had so many citizen-soldiers.&lt;br /&gt;
&lt;br /&gt;
====Gobbo season open!====&lt;br /&gt;
It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows (or your lower-quality rejects) and bone/wood bolts on hand, and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What [[skill|dabbling]] marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not nearly as effective or useful as properly-emplaced marksdwarves with high skill and proper equipment, but a good emergency measure, especially if you keep your [[craftsdwarf|craftsdwarves]] busy churning out cheap ammo from spare bones from the [[kitchen]]s and cheap crossbows from fishbones from the [[dining hall]].&lt;br /&gt;
&lt;br /&gt;
====Non-hunting hunters====&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the [[Hunting]] skill for all civilians and use the {{key|m}}ilitary menu to arm (and more importantly, armor and shield) them.  Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and armored.  Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them. Do note that hunters will sleep on the ground when they are tired instead of walking to a bed, which will result in unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
====Woodcutters ftw====&lt;br /&gt;
Any dwarf with the Woodcutting labor designated will carry an axe, even when they are not cutting wood. If one (or more) of your starting seven have one rank or more of [[axedwarf]], no unhappy [[thought]]s will be generated if they are drafted into active service.  This dwarf might serve to fill several or all above-ground activities, such as Plant Gathering, Architecture and Masonry for bridges and defensive walls, above ground farming, and any hauling, as well as wood cutting. Later, a squad of dedicated woodcutters, possibly with some training in axedwarf, masonry and other skills, can respond en masse to orders to cut trees, providing mutual support and finishing off a large section of trees and getting back to safety that much faster.  Actually training them in axedwarf is optional, but certainly helps.&lt;br /&gt;
&lt;br /&gt;
Note that so long as you have no tree {{k|d}}esignated for cutting (or have no [[path]] to those trees), the woodcutters will not respond.  However, if you do, as many woodcutters as trees will respond to those locations - it's recommended that if/when you do, you centralize the designations to allow them to more fully support each other.&lt;br /&gt;
&lt;br /&gt;
===Miners ftw===&lt;br /&gt;
The above tactic can also be used with Miners. When you activate a miner with a [[pick]] into the military with &amp;quot;unarmed&amp;quot; weapon designated, they fight with the pick they are holding and their skill is their [[mining]] - and it's not hard for a miner to gain legendary miner skill quite quickly.  Parallel problems arise when designating areas to be mined, but careful use of locked doors or hatches on mineshafts can prevent too many from responding to an area to be excavated.&lt;br /&gt;
&lt;br /&gt;
A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once, the game does not allow it.&lt;br /&gt;
&lt;br /&gt;
==Siege operators==&lt;br /&gt;
There are 4 important things to remember about siege operators:&lt;br /&gt;
&lt;br /&gt;
# They are civilians.  This means that when manning (dwarving?) their stations, they will flee if enemy units approach too close. Doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being &amp;quot;Activated&amp;quot; for the military - it's just another civilian job.&lt;br /&gt;
# Training siege operation is slooooow.  Start early.&lt;br /&gt;
# Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.&lt;br /&gt;
# Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations.  (See [[cross-training]] for suggestions.)&lt;br /&gt;
&lt;br /&gt;
==A guide for siege engine operations==&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Download LabourDF from here:&lt;br /&gt;
::http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF&lt;br /&gt;
&lt;br /&gt;
* Start off with two [[miner]]s and a [[woodcutter]] trained to proficient siege engineer status &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarves, build a siege workshop, place it at the front of your fort near the battlements and designate a custom [[stockpile]] within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Make sure only one of your dwarves is set to have siege engineering as an active labor. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new [[Mechanic]] or [[Siege engineer]] dwarves arrive, make sure to disable siege engineering for them.&lt;br /&gt;
&lt;br /&gt;
* You'll need [[wood]], lots of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill: their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows. Don't bother with metal arrowheads as they'll use 3 pieces of metal each, and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his or her skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Dump any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;br /&gt;
&lt;br /&gt;
==An alternate training program==&lt;br /&gt;
&lt;br /&gt;
This works well if you have a secure above-ground enclosure, a statue garden or farm plots with a surrounding wall, or a privatized plateau, as it can avoid cave adaptation while training (and the engines could be placed where they also have a useful field of fire).  At a minimum, a wall with an interior area of 6x6 is barely adequate for two practice engines, stairs up and recovery trench, but a training facility could be built entirely underground.&lt;br /&gt;
&lt;br /&gt;
Embark with a Proficient Siege Engineer.  (Training takes far too long, and it's not a moodable skill.)&lt;br /&gt;
&lt;br /&gt;
After the first caravan departs and your fortress begins to settle in, build your Siege Workshop near access to the topside if possible - parts are heavy, and [[clutter]] a workshop quicker than other finished goods.  Manufacture a half-dozen or a dozen (or more) of one type of siege weapon part, enough for 2-3 decent engines - higher overall quality is better, if you have the logs and time to spare.  Choice between ballista/catapult is up to you, but don't worry about building up ammo supplies - you will have some stone lying around, and one ballistae arrow per engine is enough for training.   No rush, don't have to be done until your operators are actually ready to practice.&lt;br /&gt;
&lt;br /&gt;
If possible, build theses close to the dining hall and barracks/bedrooms - not too close (see [[noise]]), but close enough to reduce travel time.  Dig a channel (double-wide if for ballistae ammo) on one side that can catch ammo, and add a wall (or drawbridge) behind that, plus a ramp or stairs down behind the engines to access the fallen ammo in the trench.  (If ballistae, take precautions against accidental friendly fire accidents.)  If the location allows the engine to be turned and used when needed, so much the better, but this is mainly for training for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view&lt;br /&gt;
&lt;br /&gt;
    ss&amp;gt;  |       ss&amp;gt; = siege engine (fires to right)     |  = wall or drawbridge backstop&lt;br /&gt;
   X...__         X  = stairs/ramp                          ... = access tunnel to trench&lt;br /&gt;
                  __ = bottom of channel for ammo catching       &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once your first wave of immigrants shows up (first Winter or second Spring or so), pick a bunch to become &amp;quot;military&amp;quot; - don't decide who will become what, not quite yet.&lt;br /&gt;
&lt;br /&gt;
Put them to training on [[pump]]s, mining through soil and/or [[Bookkeeper|bookkeeping]] to improve [[attributes]]. &amp;quot;Tough&amp;quot; recruits chase more attributes and go into military training, where sparring will be dangerous and injuries expected - &amp;quot;Very Strong&amp;quot; recruits, with no other attributes, become siege operators, for lugging heavy ammo (and to avoid hurting each other during sparring).  ''(Agility is universally beneficial, dealer's choice.)'' &lt;br /&gt;
&lt;br /&gt;
Set your chosen few to firing the siege weapons into the wall asap, as soon as they have some useful attribute increases - you aren't looking for uber-dwarves, just something above peasant level.  If you want, use [[cross-training]] to allow them to become useful masons when the need arises, though this delays their siege training.  (This can be done sooner if you have a lot of urgent building projects, or later once they have achieved acceptable levels of siege operator.)&lt;br /&gt;
&lt;br /&gt;
If you want to manufacture more ammo, you can set a stockpile adjacent to the engines and designate some haulers, and that will speed training some, but the walk down to retrieve ammo is not a long one.&lt;br /&gt;
&lt;br /&gt;
Add more trainees and training engines as your work-pool grows.  Final numbers depend on your needs, defensive plan and environment.&lt;br /&gt;
&lt;br /&gt;
Once they've trained to Legendary (some few years?), they can be fully cross-trained to be productive while not firing the engine.  Give them beds near their final stations, and don't forget to train replacements before accidents happen.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
[[Dog|War dogs]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs are slower than dwarves with high [[attribute|Agility]], and do not shadow the dwarf perfectly.  Also, dogs can't be reassigned once they are assigned, To get around this, have the dwarf you want to be guarded train the dog.  (Dogs follow the one who trained them until they are assigned.)&lt;br /&gt;
&lt;br /&gt;
Also, once a dwarf reaches Hero status, they cannot be assigned dogs (due to that menu being unavailable), so assign any before this happens or not at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Army corps of engineers]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!------&lt;br /&gt;
1) Build your fortress so that your entrance(s) have fortifications where you can position marksdwarves. Train marksdwarves as your primary defense first, unless you've got a large undead threat. 4-8 marksdwarves w/ ammo stockpiles nearby will eliminate most threats for the first few years.&lt;br /&gt;
&lt;br /&gt;
2) Build a few sets of pumps that don't connect to anything. Select your melee dwarves, but before you draft them, assign them to do nothing but pump operation until they achieve legendary pump operator status. This will give them much better stats when they eventually do become champions, and are far less likely to be injured during sparing if they have excellent stats and armor.&lt;br /&gt;
&lt;br /&gt;
2a) Craft some &amp;lt;nowiki&amp;gt;&amp;lt;no-quality&amp;gt;&amp;lt;/nowiki&amp;gt; silver weapons for your dwarves to practice with, so they {{subst:subl|Weapon#Damage calculation|aren't as dangerous}}. ''(See {{subst:subl|strange mood}}s for related advice on this.)''  Once they achieve champion status, switch them to Unarmed, then forbid every weapon except the one you want them to use, and swtich them back to their primary weapon type. Great armor + good stats + crappy weapons = relatively safe sparring.&lt;br /&gt;
&lt;br /&gt;
3) Try to get a legendary armorsmith and weaponsmith. Exceptional / Masterwork steel armor will keep your champions quite safe, and a masterwork steel weapons will devastate your foes.&lt;br /&gt;
&lt;br /&gt;
4) Important safety tip: If you send your dwarves outside to fight, build ramps out of every lake on the map. Nothing is more depressing that watching your invulnerable champion drown.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense| }}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mineshaft_stitching&amp;diff=218692</id>
		<title>40d:Mineshaft stitching</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mineshaft_stitching&amp;diff=218692"/>
		<updated>2015-05-18T11:03:03Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:03, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
When using [[Exploratory mining#Mine shafts|mine shafts]], dwarves will prefer to dig all of one level before moving on to the next. This can result in a lot of time spent moving, as miners go up and down mine shafts. If you have a large number of relatively unskilled miners, this is unlikely to be a problem: digging time will dominate in any case. If you have one or two legendary miners, this is quite annoying. As a solution, you can creating a single path that forces your dwarf to finish one shaft before moving on to the next. To do so, connect shafts alternately at the top and bottom layers, so the shaft snakes through the area. For example, the top, middle, and bottom layers could look like: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:5px;float:left&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
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&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
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▒.▒▒.▒▒.▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clearly you can repeat the middle layer as often as you want: I recommend at least 5-10 levels to really make this worthwhile. Note that this pattern creates a very long walkway back to the start of the mineshafts. If you do not excavate routinely, consider connecting the top-level paths of areas you have already explored.&lt;br /&gt;
&lt;br /&gt;
=== AHK script ===&lt;br /&gt;
An AHK script to construct such a pattern is provided below, based on [[User:StrawberryBunny/Mineshaft.ahk|this script]], but using many fewer keystrokes.&lt;br /&gt;
&lt;br /&gt;
There is an alternate version [[User:Jondan/stitch.ahk|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; stitching.ahk					   ;&lt;br /&gt;
 ; this is an ahk script to place exploratory mine shafts. ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+s to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+c		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts &lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Seth Fogarty				           ;&lt;br /&gt;
 ; Based on a script by StrawberryBunny			   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
depth = 3&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
DropShaft(vertdir, depth, wait)&lt;br /&gt;
{&lt;br /&gt;
	Send i&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
 ^+c::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox depth, Input Depth, Mineshaft depth: z-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+s::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	DropShaft(vdir, depth, wait)&lt;br /&gt;
        if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		vdir = +,&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		vdir = +.&lt;br /&gt;
	}&lt;br /&gt;
	Send d&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
DropShaft(vdir, depth, wait)&lt;br /&gt;
if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
{&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send +,&lt;br /&gt;
	}&lt;br /&gt;
}	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ahk scripts]]&lt;br /&gt;
[[Category:FAQ - Mining]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pool&amp;diff=218691</id>
		<title>40d:Pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pool&amp;diff=218691"/>
		<updated>2015-05-18T11:02:48Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
'''Pool''' may refer to:&lt;br /&gt;
&lt;br /&gt;
*[[Murky pool]], a small area on the surface of maps that tends to collect rainwater.&lt;br /&gt;
*[[Underground pool]], a medium-sized reservoir of water that is usually hidden beneath the surface and is home to a handful of hostile creatures.&lt;br /&gt;
*A [[Magma#Magma_sources|magma pool]], one of the two common sources of magma &amp;lt;!-- not worth mentioning HFS here--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pike&amp;diff=218690</id>
		<title>40d:Pike</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pike&amp;diff=218690"/>
		<updated>2015-05-18T11:02:36Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
'''Pike''' can refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Pike (fish)]] &lt;br /&gt;
* [[Other weapon#Pike|Pike (weapon)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pet&amp;diff=218689</id>
		<title>40d:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pet&amp;diff=218689"/>
		<updated>2015-05-18T11:02:03Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:02, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Pets''' are [[tame]] [[animal]]s that have been adopted by a [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
On the animals screen ({{K|z}}-Animals), you can mark most animals as Available/Unavailable by selecting them and pressing {{K|Enter}}. &lt;br /&gt;
Available large animals may be adopted by any [[dwarf]], but tame [[vermin]] will only be adopted by dwarves who explicitly like that animal.  &lt;br /&gt;
&lt;br /&gt;
Once an animal has been adopted as a pet, it will be given a name, and can no longer be slaughtered. It will also mostly stop hanging out in meeting area [[zone]]s and [[room]]s, preferring instead to follow their owner. If a '''pet''' dies, its corpse can not be processed; it cannot be butchered, its meat and skin can not be salvaged. Even when the corpse rots away, its bones and skull can not be used to make objects.&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are shown as &amp;quot;Uninterested&amp;quot;, because cats choose their owners. They will not choose an owner if kept in a [[cage]], although they might choose one in the midst of being transferred to the cage. Another way to keep the fort from being littered with pet cats is to turn them into [[kitchen|+Kitten Tallow Biscuits+]].&lt;br /&gt;
&lt;br /&gt;
[[Dog]]s can be trained at the [[kennel]] as either war dogs or hunting dogs. Trained dogs can be assigned to a specific dwarf via that dwarf's [[preference]] menu ({{k|v}}-{{k|p}}-{{k|e}}, &amp;quot;Assign trained animal&amp;quot;). Trained dogs will follow their trainer around until they are assigned to someone else (or are caged or chained).&lt;br /&gt;
&lt;br /&gt;
[[Immigrant]]s often arrive with one or more pet animals (limited to dogs, cats, [[cow]]s, [[horse]]s, [[mule]]s, or [[donkey]]s). The offspring of pets are always tame but not themselves pets. However, they will follow their mother's owner around until they are trained, become someone else's pet, or are caged or chained.&lt;br /&gt;
&lt;br /&gt;
Pets, like other animals, will die of old age eventually, although this usually takes over a decade.&lt;br /&gt;
&lt;br /&gt;
===Advantages/disadvantages===&lt;br /&gt;
* Unhappy dwarves can be &amp;quot;comforted by a pet&amp;quot; and become happier.&lt;br /&gt;
* The pet will follow their owner everywhere, and cannot be assigned to a [[cage]] or [[restraint]].&lt;br /&gt;
* Death of a pet makes its owner unhappy, though less so than death of a friend or family member.&lt;br /&gt;
* Dead pets should be buried in a [[coffin]], or the owner will be even more upset.&lt;br /&gt;
* Pets can't be eaten unless the owner dies; the animal keeps its name but is no longer a pet.&lt;br /&gt;
&lt;br /&gt;
===Effects on performance===&lt;br /&gt;
Depending on the computer, having a lot of pets can make an impact on [[FPS]]. This is one of the greatest dangers posed by a catsplosion, but tests have shown that killing a relatively small number of pets can significantly affect performance.&lt;br /&gt;
&lt;br /&gt;
===Oddities===&lt;br /&gt;
* Chained or restrained animals marked as Available will be released when they are adopted, though [[cat]]s which adopt an owner while being chained/caged will not be released, resulting in a negative [[thought]].&lt;br /&gt;
* If an animal is marked as Available and it dies before it is adopted, it will be buried in a coffin as if it were a pet.&lt;br /&gt;
* Cats which adopt owners will not be buried in coffins, instead being hauled to refuse stockpiles and left to rot, resulting in a negative thought. Cats which arrive with [[migrant]]s are buried properly when they die.&lt;br /&gt;
* Pet vermin can still be assigned to cages, resulting in the amusing scene of one dwarf trying to put his pet on his shoulder and the other constantly removing it and putting it back into the cage.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
These are the prices you pay when you trade for caged tame animals and the amounts dwarfs have to spend to claim [[Pet|pets]] after the dwarven economy has started. An animal's [[Item value|value]] as a pet is independent of its [[Animal material multiplier|material multiplier]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! Pet value&lt;br /&gt;
! Pet name&lt;br /&gt;
|-&lt;br /&gt;
|10000||[[Dragon]], [[Hydra]]&lt;br /&gt;
|-&lt;br /&gt;
|2500||[[Giant cave spider]], [[Giant desert scorpion]]&lt;br /&gt;
|-&lt;br /&gt;
|1000||[[Basking shark]], [[Whale]], [[Whale shark]]&lt;br /&gt;
|-&lt;br /&gt;
|750||[[Cave crocodile]], [[Giant bat]], [[Giant olm]], [[Giant toad]], [[Polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
|700||[[Giant cave swallow]], [[Giant eagle]], [[Saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
|650||[[Alligator]]&lt;br /&gt;
|-&lt;br /&gt;
|500||[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Bull shark]], [[Chimpanzee]], [[Elephant]], [[Frill shark]], [[Giant rat]], [[Gorilla]], [[Gray gibbon]], [[Great white shark]], [[Grizzly bear]], [[Hammerhead shark]], [[Longfin mako shark]], [[Manta ray]], [[Marlin]], [[Ocean sunfish]], [[One-humped camel]], [[Orangutan]], [[Pileated gibbon]], [[Shortfin mako shark]], [[Siamang]], [[Silvery gibbon]], [[Swordfish]], [[Tiger shark]], [[Two-humped camel]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
|400||[[Blue shark]], [[Conger eel]], [[Hippo]], [[Walrus]]&lt;br /&gt;
|-&lt;br /&gt;
|350||[[Naked mole dog]], [[Giant mole]]&lt;br /&gt;
|-&lt;br /&gt;
|300||[[Black bear]], [[Cow]], [[Muskox]], [[Nurse shark]], [[Sturgeon]]&lt;br /&gt;
|-&lt;br /&gt;
|250||[[Large rat]]&lt;br /&gt;
|-&lt;br /&gt;
|200||[[Angelshark]], [[Blacktip reef shark]], [[Bluefin tuna]], [[Bluefish]], [[Cheetah]], [[Cod]], [[Coelacanth]], [[Common skate]], [[Donkey]], [[Giant cheetah]], [[Giant grouper]], [[Giant lion]], [[Giant tiger]], [[Great barracuda]], [[Halibut]], [[Horse]], [[Lion]], [[Longnose gar]], [[Mule]], [[Opah]], [[Pike (fish)|Pike]], [[Sea lamprey]], [[Spiny dogfish]], [[Spotted wobbegong]], [[Stingray]], [[Tiger]], [[Tigerfish]], [[Whitetip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Cougar]], [[Elk]], [[Fox squirrel]], [[Giant jaguar]], [[Giant leopard]], [[Jaguar]], [[Knuckle worm]], [[Leopard]], [[Warthog]]&lt;br /&gt;
|-&lt;br /&gt;
|50||[[Carp]], [[Deer]], [[Gazelle]], [[Groundhog]], [[Hoary marmot]], [[Mandrill]], [[Milkfish]], [[Mountain goat]], [[Rhesus macaque]], [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Bat]], [[Blue jay]], [[Cardinal]], [[Cat]], [[Cave swallow]], [[Dog]], [[Grackle]], [[Oriole]], [[Red-winged blackbird]]&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Fox]], [[Raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Demon rat]], [[Fluffy wambler]], [[Moghopper]], [[Two-legged rhino lizard]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Chipmunk]], [[Gray squirrel]], [[Hedgehog]], [[Lizard]], [[Rat]], [[Red squirrel]], [[Toad]], [[Turtle]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Large roach]]&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Cave spider]], [[Fire snake]], [[Gremlin]], [[Olm]], [[Phantom spider]], [[Purring maggot]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Item value]]&lt;br /&gt;
* [[Animal material multiplier]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=218688</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=218688"/>
		<updated>2015-05-18T11:01:21Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:01, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations, and parameters for [[world generation]]. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Main:Seed archive|Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
Version 0.27.173.38a (with the army arc work) has changed world generation again, so that seeds from earlier versions do not create the same worlds.&lt;br /&gt;
&lt;br /&gt;
Version 0.27.176.38a has changed world generation (cave changes) once again.&lt;br /&gt;
&lt;br /&gt;
Version 0.27.176.38b seems to have changed, possibly due to the new [[Advanced world generation|parameter options]].&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Zaludoram, The Future World ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=49 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 4252958254 {{v|0.27.176.38c}} (2 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 65x65 (Small)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.176.38c, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Zaludoram-location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 4x7 fortress location with plenty of every major resource. Location has fairly mild cliffs, and the surroundings are Warm and Untamed Wilds.&amp;lt;br/&amp;gt;&lt;br /&gt;
While sufficient trees are available (a few hundred), you can expand north to make it a 5x7 area with more trees than you should ever need. There is unfortunately no extra obsidian beyond that surrounding the magma.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': just southeast of the middle.&lt;br /&gt;
* '''Magma''': underground magma pool, located on layers 150-147 in the southwest corner.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': A few hundred of them.&lt;br /&gt;
* '''Sand''': Plenty of white sand.&lt;br /&gt;
* '''Iron''': Plenty of magnetite patches along with some hematite and limonite veins.&lt;br /&gt;
* '''Flux''': Plenty of chalk.&lt;br /&gt;
* '''Fuel''': Many veins of bituminous coal and lignite.&lt;br /&gt;
* '''Bauxite''': Many (20+) patches all over the place.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ewèlina, The Enchanted Land ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=106 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2736869902 {{v|0.27.176.38c}}&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 17x17 (Pocket)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Ew%C3%A8lina_Location_Screen.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 2x3 fortress location with plenty of every major resource, located in a pocket world. It contains numerous lakes and has no cliffs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': Northwest under the rock which extrudes to the surface.&lt;br /&gt;
* '''Magma''': Volcano in the southeast corner.&lt;br /&gt;
* '''Brook''': A small curve of it in the northeast corner.&lt;br /&gt;
* '''Trees''': All over the place. If you desire more you can easily expand westwards to make a 3x3 location.&lt;br /&gt;
* '''Sand''': Heaps of red sand one z-level down.&lt;br /&gt;
* '''Iron''': Numerous limonite veins and a hematite vein not far below the surface and a patch of magnetite southeast of the volcano.&lt;br /&gt;
* '''Flux''': None. You'll have to import it.&lt;br /&gt;
* '''Fuel''': Numerous veins of bituminous coal and lignite.&lt;br /&gt;
* '''Metals''': Some native platinum, a little native aluminium, some native silver, lots of cassiterite, lots of galena, a little bismuthinite, some tetrahedrite (deep), some garnierite (deep)&lt;br /&gt;
* '''Bauxite''': None&lt;br /&gt;
* '''Aquifier''': None&lt;br /&gt;
* '''Chasm''': None&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
===Incredibly Resource Rich Starting Location===&lt;br /&gt;
&lt;br /&gt;
Embark on the magma pipe near the center, and enjoy adamantite, magma, gold, flux, and much more!&lt;br /&gt;
&lt;br /&gt;
	[SEED:340187300]&lt;br /&gt;
	[HISTORY_SEED:3924664033]&lt;br /&gt;
	[NAME_SEED:186848708]&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]. Be warned that this was created in DF v0.27.169.32a and exhibits several glitches in version 40d, such as being able to request soil/sand &amp;quot;stones&amp;quot; from Dwarven caravans and purchase them during embark.&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=5 Download it here]'''&lt;br /&gt;
Seed: 324316224 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=3 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 {{v|0.27.169.33g}} (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=4 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
However modifications to your raw files can affect worldgen so please state what mods you are using if you post a seed with a non default DF.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
Here are seeds generated in older versions. They may not generate the same world if you are using a newer version:&lt;br /&gt;
*[[Main:Seed archive|Seed archive]] (pre 0.27.173.38a)&lt;br /&gt;
*[[Pregenerated worlds/0.28.181.40d|v0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
== World Generation Parameter Sets ==&lt;br /&gt;
&lt;br /&gt;
With the release of 0.28.181.39a, ''Design New World With Paramaters'' gained a slew of new features, detailed at [[Advanced world generation]]. Almost any parameter that would be associated with a world can now be given start values, end values, limits, and more. Players can create their own parameter sets to generate worlds with specific features. Sets can also set specific seeds to generate a specific world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets. [[World token]]s are the individual parameter representations.&lt;br /&gt;
&lt;br /&gt;
One place to find parameter sets for world generation is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim&amp;diff=218687</id>
		<title>40d:Reclaim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim&amp;diff=218687"/>
		<updated>2015-05-18T11:00:52Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:00, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Are you looking to reclaim a lost fort? You may want to look at [[Reclaim fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
'''Reclaim''' is the opposite of [[forbid]]. Allows an item to be used by your [[Dwarves]] that has been forbidden, whether it's going to be hauled or used in construction. It's needed to use items found when you reclaim a fortress or build a fort near an existing settlement, as all items are auto-forbid. It is also used for recovering other automatically forbidden items, such as those dropped by dead goblins. To reclaim, press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=218686</id>
		<title>40d:Refined coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=218686"/>
		<updated>2015-05-18T11:00:40Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:00, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''(Disambiguation: In Dwarf Fortress, &amp;quot;coal&amp;quot; is not the same as [[bituminous coal]] - see that article if desired.)''&lt;br /&gt;
&lt;br /&gt;
'''Refined coal''', '''coal fuel''', and just '''coal''' are three in-game terms that refer the same thing, any unit of charcoal or coke, the two fuels used to power high-temperature industries, namely metalworking and glassworking. One unit of either of these fuels is required for every task at a conventional (non-magma) [[smelter]], [[forge]], [[kiln]], or [[glass furnace]]. Magma versions of these facilities do not need fuel, and in fact cannot use conventional fuel to power them if their magma sources fail. Refined coal is also needed as part of the pig iron and steel ''reactions'' (see below).&lt;br /&gt;
&lt;br /&gt;
''(Note that [[Bituminous coal]] is '''not''' &amp;quot;refined coal&amp;quot;, &amp;quot;coal fuel&amp;quot;, or &amp;quot;coal&amp;quot;, though it is directly related.)''&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Fuel&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Though not seen in-game, the single word &amp;quot;fuel&amp;quot; is sometimes used informally in the forums and in various wiki articles in place of the in-game terms &amp;quot;refined coal&amp;quot;, &amp;quot;coal fuel&amp;quot; or just &amp;quot;coal&amp;quot;.  Since some understandable confusion can arise over the usage of the various terms &amp;quot;'''refined coal'''&amp;quot;, &amp;quot;'''coal fuel'''&amp;quot;, &amp;quot;'''coal'''&amp;quot;, &amp;quot;'''charcoal'''&amp;quot; and &amp;quot;'''coke'''&amp;quot; (and also &amp;quot;[[bituminous coal]]&amp;quot;, which is ''not'' a fuel), the simple umbrella term &amp;quot;fuel&amp;quot; will be used in the explanations in this article.  &lt;br /&gt;
&lt;br /&gt;
The two sub-types of fuel are ''charcoal'' and ''coke'', and they are nearly identical for in-game purposes, even if they come from different sources and have different in-game names.  Whenever you see &amp;quot;coal fuel&amp;quot; or &amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot; in-game, those refer to ''either'' charcoal or coke - they are interchangeable, and either one will serve the same purpose, as fuel for the desired activity.  (Bituminous coal is not the same as &amp;quot;coal&amp;quot;, and does ''not'' refer to fuel, but can be used to create fuel at a smelter.) &lt;br /&gt;
&lt;br /&gt;
Both charcoal and coke come in [[bar]]s, and are stockpiled in Bars/Block [[stockpile]]s if the &amp;quot;coal&amp;quot; entry is selected within the &amp;quot;Bars&amp;quot; section.  There is currently no way (or need) to distinguish between the two when designating stockpiles. &lt;br /&gt;
&lt;br /&gt;
At the risk of repetition, but to be perfectly clear - ''despite the different names, there is no distinction between charcoal and coke for any workshop-related activities.'' Both are &amp;quot;refined coal&amp;quot; or &amp;quot;coal fuel&amp;quot; or &amp;quot;coal&amp;quot;, or just &amp;quot;fuel&amp;quot;. The only actual difference between charcoal and coke has to do with [[Elf|Elven]] traders - selling them charcoal will offend them, but coke will not.&lt;br /&gt;
&lt;br /&gt;
Charcoal and coke are ''not'' [[fire-safe]] building materials.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal [[block]]s and lignite blocks (sometimes offered by traders) can neither be used as fuel nor converted into fuel or back into stones in any way. They can only be used for building purposes and [[strange mood|moody]] dwarves may sometimes use them in artifacts and they can also be utilized for certain forms of [[bin#Thermonuclear_Reaction|fun]].&lt;br /&gt;
&lt;br /&gt;
== In-game usage ==&lt;br /&gt;
&lt;br /&gt;
At a conventional (non-magma) [[smelter]], if you try to add a smelting task and have no fuel, you will see the message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;'''Must have coal fuel'''&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will not be allowed to add any tasks to any conventional smelter until you have at least one unit of either charcoal or coke.&lt;br /&gt;
&lt;br /&gt;
If you have queued up several tasks and then run out of fuel, you will get an announcement similar to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;'''[[Main:Urist|Urist McFuelUser]] cancels job: Needs refined coal.'''&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that a forge or glass furnace ''will'' let you add tasks if you have no fuel, and only once a dwarf arrives and finds they cannot complete that task will you get the announcement to that effect.  You will get one announcement for each un-fueled task that is unable to be completed. Jobs are canceled when there is no fuel.&lt;br /&gt;
&lt;br /&gt;
When you get either of these messages, you need more fuel - either charcoal or coke will serve equally well.  &lt;br /&gt;
&lt;br /&gt;
'''Coal''' is the generic term used in the [[stockpile]] menu.  It refers to a [[bar]] of either charcoal or coke.&lt;br /&gt;
&lt;br /&gt;
To place bars of fuel in a stockpile, create a Bars/Blocks stockpile, or a [[Stockpile#Custom_stockpiles|custom stockpile]] with  {{k|e}}nabled and permit &amp;quot;coal&amp;quot; (found in the &amp;quot;Bars&amp;quot; sub-category).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The two sub-types of fuel ==&lt;br /&gt;
&lt;br /&gt;
There are 2 sub-types of conventional fuel - [[charcoal]] and [[coke]].  Charcoal and coke are identical in use - a single unit of either one powers one activity at a conventional smelter, forge, kiln or glass furnace, or can serve as the ingredient to make [[pig iron]] or [[steel]].  They are completely interchangeable, the only difference is their source.  &lt;br /&gt;
&lt;br /&gt;
[[Wood]] does not burn hot enough to fuel these activities or facilities, and (in Dwarf Fortress) you cannot burn raw [[bituminous coal]] or [[lignite]] (although they are flammable).&lt;br /&gt;
&lt;br /&gt;
=== Charcoal, from wood===&lt;br /&gt;
&lt;br /&gt;
:Charcoal is created at a [[wood furnace]] using one [[wood]] log by a [[dwarf]] with the [[Wood burner|Wood burning]] [[labor]] enabled. [[Skill|Skill levels]] in the [[Wood burner]] [[skill]] are not required but reduce the time required for this activity.&lt;br /&gt;
&lt;br /&gt;
::* Required Building - [[Wood furnace]]&lt;br /&gt;
::* Required Labor enabled - [[Wood burning]]&lt;br /&gt;
::* Required Material - [[Wood]]&lt;br /&gt;
&lt;br /&gt;
===Coke, from bituminous coal or lignite===&lt;br /&gt;
&lt;br /&gt;
:Coke is a type of refined coal, and is identical to charcoal for all game purposes. It is created at a [[smelter]] using one unit of fuel by a [[dwarf]] with the [[Furnace operating|Furnace Operating]] labor enabled. [[skill|Skill levels]] in the [[Furnace operator]] skill are not required but reduce the time required for this activity.&lt;br /&gt;
&lt;br /&gt;
:Coke can be created from [[bituminous coal]], producing 3 coke (net gain of 2 fuel), or [[lignite]], producing 2 coke (net gain of 1 fuel). Magma smelters do not require conventional fuel for this process, and so the net yield for each is effectively +1 greater.&lt;br /&gt;
&lt;br /&gt;
::*Required Building - [[Smelter]] or [[Magma smelter]]&lt;br /&gt;
::*Required Labor enabled - [[Furnace operating]]&lt;br /&gt;
::*Required Material - [[Bituminous coal]] or [[lignite]]&lt;br /&gt;
:::::::  - ''plus'' one unit of fuel per unit smelted, if at a conventional smelter&lt;br /&gt;
&lt;br /&gt;
== Magma facilities ==&lt;br /&gt;
&lt;br /&gt;
Magma replaces conventional fuel for [[magma smelter]]s, [[magma forge]]s, [[magma kiln]]s and [[magma glass furnace]]s.  No fuel is needed, nor can it be used, for activities at these facilities.  Note that you will still need charcoal or coke for smelting bars of [[pig iron]] and [[steel]]. (And see next section.)&lt;br /&gt;
&lt;br /&gt;
== Pig iron and steel production ==&lt;br /&gt;
&lt;br /&gt;
Note that when [[smelting]] [[pig iron]] or [[steel]] at any location, one unit of either charcoal or coke is required in the reaction.  Again, there is no distinction - both charcoal and coke serve equally well in the production of [[bar]]s of either.  That same one unit can simultaneously serve as the fuel for the activity at conventional (non-magma) smelters, so there is no savings at [[magma smelter]]s in producing these two materials - one (and only one) charcoal or coke is consumed each time, either way.  See those articles for more information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:* [[Smelting]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Region_features&amp;diff=218685</id>
		<title>40d:Region features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Region_features&amp;diff=218685"/>
		<updated>2015-05-18T11:00:26Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:00, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Picking a starting region to build your dwarf [[fortress]] is a delicate work. Take a look at the list below and consider what you might need in your fort.&lt;br /&gt;
&lt;br /&gt;
== Visible features ==&lt;br /&gt;
&lt;br /&gt;
=== Forest ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' [[Forest]]s have plenty [[wood]] and [[plant|plants]] for outdoor [[farming]].&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' [[Trading#Caravans|Trade wagons]] can have a hard time navigating thick forest.  Evil and untamed forests can have dangerous [[creature|creatures]].&lt;br /&gt;
&lt;br /&gt;
=== Desert/Beach ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' [[Sand]] for [[glass|glassware]], easily navigated by trade [[wagon|wagons]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Little wood or [[stone]].&lt;br /&gt;
&lt;br /&gt;
=== Aquifer ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Infinite source of [[water]] anywhere on the map&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Difficult to get under to access [[stone]] and minerals&lt;br /&gt;
&lt;br /&gt;
=== River/Brook ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' [[Fishing]], [[water]] for farming and drinking&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Some dangerous [[river]] creatures&lt;br /&gt;
&lt;br /&gt;
=== Lake ===&lt;br /&gt;
&lt;br /&gt;
Small lakes are present in pretty much every other tile of the world.&lt;br /&gt;
&lt;br /&gt;
=== Ocean ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Mist makes dwarves [[thought|happier]], source of driftwood, [[siege|sieges]] can't attack from that side (yet)&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Saltwater is not normally drinkable&lt;br /&gt;
&lt;br /&gt;
=== Open [[Volcano|volcano]] vent ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' [[Magma forge|Magma forges]], [[obsidian]], [[Trap_design#Magma_traps|magma defense]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Magma monsters, [[strange mood]] crafters -demand- magma forges&lt;br /&gt;
&lt;br /&gt;
=== Cliff ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Don't want something? [[Activity zone#Garbage Dump|Drop it off]] the side of the [[cliff]]!&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' May tax the system slightly&lt;br /&gt;
&lt;br /&gt;
== Hidden features ==&lt;br /&gt;
&lt;br /&gt;
=== [[Chasm]]/[[bottomless pit]] ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Provides an easy way to delete items and drain liquid. May also contain cave spiders.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Often contains monsters, and sometimes the dreaded [[giant cave spider]].&lt;br /&gt;
&lt;br /&gt;
=== [[Underground river]] ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' An infinite source of water. Discovering this lets you grow [[tower-cap|tower-caps]] on subterranean mud, and also provides a decent fishing location. May contain cave spiders.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Discovered early enough, it will usually contain monsters. As with all infinite water sources, one mistake could end up permanently flooding half your fortress.&lt;br /&gt;
&lt;br /&gt;
=== [[Underground pool]] ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Discovering this lets you grow tower-caps on subterranean mud, and also provides a decent fishing location. May contain cave spiders.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Will always have monsters. As with all large bodies of water, one mistake could end up temporarily flooding half your fort.&lt;br /&gt;
&lt;br /&gt;
=== [[Magma]] pipe/pool ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' A magma pipe is an infinite source of magma, which can be used to perform most metalsmithing operations without the use of coal. Magma pools are not an infinite source, but still contain magma.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Magma pipes and pools are home to deadly [[fire imp|fire imps]], [[magma man|magma men]], [[fire man|fire men]], and lava is an extremely dangerous substance. Flooding your fort with magma is the ''last'' thing you want to do.&lt;br /&gt;
&lt;br /&gt;
=== [[Glowing pit]] and [[Adamantine]] ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Adamantine is the best material in the game.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;del&amp;gt;Cons&amp;lt;/del&amp;gt; Pros:''' Breach the glowing pits and all hell will break loose. For more details, check the [[Demon]] article.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Remove&amp;diff=218684</id>
		<title>40d:Remove</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Remove&amp;diff=218684"/>
		<updated>2015-05-18T11:00:13Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:00, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
It seems that half the time in [[Fortress mode]], when you aren't building something, you're '''removing''' something.  Whether that's [[dig|digging]] away part of the landscape, tearing down a [[wall]], ripping up a [[bridge]], or just rearranging the [[furniture]], if it needs to get done then it needs to get done.&lt;br /&gt;
&lt;br /&gt;
Although every specific article should have an explanation of how to remove that specific item or feature, if you're here you may need a more basic &amp;quot;how to&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Here's how to remove...&lt;br /&gt;
&lt;br /&gt;
==Dirt/stone==&lt;br /&gt;
:''Main article: [[Mining]]''&lt;br /&gt;
&lt;br /&gt;
[[Digging]] may be the most basic action in Dwarf Fortress. All you need is a dwarf with the [[mining]] [[labor]] activated, and access to a [[pick]].&lt;br /&gt;
&lt;br /&gt;
Then, designate an area to be mined. Do this by hitting the {{k|d}}esignate {{k|d}}ig keys. Then either left-click an area on the same z-level with the mouse, or use the cursor and {{k|Enter}} to establish one point, and move the cursor and repeat to select a rectangle to be dug out.&lt;br /&gt;
&lt;br /&gt;
If you want (or need, to get up/down) to create [[stairs]] or [[ramp|ramps]] instead of tunnel, it works similarly but with some additional concerns - read those articles for details and command keys.&lt;br /&gt;
&lt;br /&gt;
===Dug ramps/stairs===&lt;br /&gt;
Similar to the above, but to designate the removal of carved [[ramp|ramps]] or natural [[slope|slopes]] (same thing), or carved [[stair|stairs]], use the {{k|d}}, {{k|z}} keys.&lt;br /&gt;
&lt;br /&gt;
===A digging &amp;quot;designation&amp;quot;===&lt;br /&gt;
&amp;quot;Oops&amp;quot;?!  Didn't mean to mark that? If the action hasn't been completed yet, don't panic. Use {{k|d}}, {{k|x}} as above and click over the part you don't want marked.&lt;br /&gt;
&lt;br /&gt;
==Constructed walls, stairs, etc==&lt;br /&gt;
:''Main Article: [[Construction]]''&lt;br /&gt;
&lt;br /&gt;
If you're trying to remove anything that is a [[construction]] (that is, anything that was built with the {{k|b}}, {{k|C}} keys), that's another designation, use {{k|d}} {{k|n}}, and mark the construction. Any dwarf will respond and (eventually) tear it down - which takes longer than it took to build.&lt;br /&gt;
&lt;br /&gt;
Construction orders that are not yet constructed can be removed with {{k|q}}, {{k|x}}, just like the finished buildings.&lt;br /&gt;
&lt;br /&gt;
===Bridges===&lt;br /&gt;
There are two types of [[bridge|bridges]] - a retracting bridge / drawbridge, and just a long [[floor]] or a [[wall]] permanently spanning a gap.&lt;br /&gt;
&lt;br /&gt;
If it's the movable type, remove as you would furniture, with {{k|q}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
The latter is just a construction - remove the same as for a construction, above. Be sure, if it's a long floor or wall, that your dwarves won't be standing on one part while a critical part is removed - see [[cave in]].&lt;br /&gt;
&lt;br /&gt;
===A &amp;quot;remove construction&amp;quot; order===&lt;br /&gt;
&amp;quot;Oops&amp;quot;?! Cancel that removal the same as you would any designation, with {{k|d}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
:''Main Article: [[Furniture]]''&lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} (or {{k|t}}), move the cursor over the piece of furniture to be removed, and then hit {{k|x}}.  You'll also need a dwarf with the [[furniture hauling]] [[labor]] activated, and then the patience to wait for one to respond.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
:''Main Article: [[Workshop]]''&lt;br /&gt;
&lt;br /&gt;
Similar to furniture, use {{k|q}} (or {{k|t}}), and then hit {{k|x}}. You'll need a dwarf with an appropriate [[labor]], depending on the exact workshop - this can be seen via {{k|q}} once the workshop has been marked for dismantling.&lt;br /&gt;
&lt;br /&gt;
===A &amp;quot;destroy&amp;quot; order for furniture or workshops===&lt;br /&gt;
Oops?! Cancel an order to remove furniture or a workshop by using {{k|q}} (or {{k|t}}) then {{k|s}}top.&lt;br /&gt;
&lt;br /&gt;
==Trash==&lt;br /&gt;
:''Main Articles: [[Stockpile]], [[Zone]], [[Refuse]]''&lt;br /&gt;
&lt;br /&gt;
This is trickier, and there are 2 different approaches.&lt;br /&gt;
&lt;br /&gt;
One is to create a [[refuse stockpile]] for that class of item ''(usually remains of [[vermin]] killed by a [[cat]], or items left after [[butcher|butchering]], but other items are possible)'', and wait for a dwarf with the [[refuse hauling]] [[labor]] to find the free time to respond.&lt;br /&gt;
&lt;br /&gt;
A more aggressive and specific method is to create a [[garbage dump]] (using the {{k|i}} menu) and then mark the items for [[dump|dumping]]. Again, this requires refuse hauling, but it can create a [[Exploit#Quantum_stockpiles|quantum dump]] for any type of item. ([[Stone]] is a popular choice.)&lt;br /&gt;
&lt;br /&gt;
==Stockpiles==&lt;br /&gt;
:''Main Article: [[Stockpile]]''&lt;br /&gt;
&lt;br /&gt;
Stockpiles can be removed by pressing {{k|p}}, {{k|x}} and using the cursor keys and Enter to select the area where you don't want the stockpile to be anymore.&lt;br /&gt;
&lt;br /&gt;
==Activity zones==&lt;br /&gt;
:''Main Article: [[Zone]]''&lt;br /&gt;
&lt;br /&gt;
Activity zones can be removed by pressing {{k|i}}, {{k|x}} and using the cursor keys and Enter to select the area where you don't want the activity zone to be anymore.&lt;br /&gt;
&lt;br /&gt;
==Stones==&lt;br /&gt;
Stones are automatically removed by dwarves with the Stone Hauling labor activated, and placed in the stone stockpiles, or your garbage dump if so designated. &amp;lt;!-- Does this need Refuse Hauling, or Stone? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
:''Main Article: [[Water]]''&lt;br /&gt;
&lt;br /&gt;
Depending on the quantity and nature of the water in question and the surroundings of your fort, removing water can be performed in a number of ways:&lt;br /&gt;
&lt;br /&gt;
:The most direct method is to either drain it into a lower space, or [[pump]] it elsewhere.&lt;br /&gt;
:In hot environments, standing water is likely to [[evaporation|evaporate]], especially in the summer.&lt;br /&gt;
:Similarly, in [[Climate|freezing]] areas you may be able to wait for water to [[Ice|freeze]] and then [[mine]] it out.&lt;br /&gt;
:Water in ponds or cisterns will evaporate if it reaches a [[Water#Water depth|depth]] of only 1/7 units. Spread it around by channeling a larger area for it to flow into.&lt;br /&gt;
:With careful (and rather [[labour]]-intensive) use of water source and [[pond]] [[Zone|zones]] with [[Bucket|buckets]] you can have your dwarves move water from one location to another, out of your way.&lt;br /&gt;
:If you've got a renewable source of water (a [[river]], for example), you'll have to get creative with engineering to [[dam]] or divert the flow.&lt;br /&gt;
:An advanced method, with the potential for lots of [[Fun]], is to combine [[magma]] with your water. You can get a lot of valuable [[Obsidian|obsidian]] this way, though - see [[Obsidian farming]] for more information.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Murky pool|Murky pools]] will refill when it rains; you may need to take steps to prevent this if you want rid of a body of water permanently.&lt;br /&gt;
&lt;br /&gt;
===muddy floor===&lt;br /&gt;
After an area has water on it and dries, it will become [[mud|muddy]].  The best way to remove this is to have a dwarf with the [[stone detailing]] [[labour]] activated, and [[designate]] the muddy area for &amp;quot;smoothing&amp;quot;, via {{k|d}} + {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
If the stone is already smooth (or if you don't want it to be smooth in the first place), simply place a piece of furniture (such as an [[armor stand]], [[statue]], or [[animal trap]]) on top of each muddy tile and the mud will be removed.&lt;br /&gt;
&lt;br /&gt;
==Magma==&lt;br /&gt;
Magma is a very dangerous liquid, but it will [[evaporate]] exactly like water once it drains down to a depth of 1/7.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the addition of water to the magma, even if only at a depth of 1/7, will create [[obsidian]].&lt;br /&gt;
&lt;br /&gt;
==Bodies==&lt;br /&gt;
Bodies of your dwarves, and their body parts, or bones, will be put into your [[graveyard]], or into individual [[Tomb|tombs]] if that dwarf was assigned to it. Built [[Coffin|coffins]] which have been set to 'Use for burial' will  This requires the Burial labor enabled on a living dwarf.&lt;br /&gt;
&lt;br /&gt;
Bodies of everything else, from [[vermin]] to [[Titan|Titans]], will be placed in the Refuse Stockpile, by a dwarf with Refuse Hauling.  If these corpses are unrotten and butcherable, dwarves with Butchery enabled will take them to the Butcher's workshop and cut them into meat, fat, bones, a skull, and chunks. The fat and meat will be used as food, and delivered to that stockpile, and everything else becomes refuse. [[Bone|Bones]] and, to a lesser extent, [[Skull|skulls]] can be made use of after this.&lt;br /&gt;
&lt;br /&gt;
==Miasma==&lt;br /&gt;
Miasma are the gaseous fumes that are emitted from a rotten corpse. They cause nearby dwarves to become very depressed. If exposed to miasma long enough a dwarf will commit suicide.&lt;br /&gt;
&lt;br /&gt;
==!!Fire!!==&lt;br /&gt;
Good luck removing [[fire]].  Water will only remove flames if the object is completely immersed in 7/7 water.  Obviously, this is problematic if a dwarf is burning.  Your best bet is to isolate the burning substances (clothing, dwarves, beer, etc) and prevent any dwarves or animals from accessing the banned areas until all the flames burn out.&lt;br /&gt;
&lt;br /&gt;
Creating a [[cave-in]] can destroy the burning item completely, which is no loss since it's already burning. (Read up on cave-ins before doing this to avoid worse problems.)&lt;br /&gt;
&lt;br /&gt;
==Stuff via the init.txt file==&lt;br /&gt;
&lt;br /&gt;
===Cave ins===&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Remove_designation&amp;diff=218682</id>
		<title>40d:Remove designation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Remove_designation&amp;diff=218682"/>
		<updated>2015-05-18T10:59:53Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|10:59, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Accessed with {{K|x}} from the {{K|d}}esignations menu. Allows a previously placed [[designation]] to be canceled. Handy if a designation was made erroneously or the situation has changed. &lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reservoir&amp;diff=218680</id>
		<title>40d:Reservoir</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reservoir&amp;diff=218680"/>
		<updated>2015-05-18T10:59:44Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:59, 18 May 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
A '''reservoir''' or '''cistern''' is merely a holding area for storing water needed for drinking or [[trap design#Water traps|other purposes]]*. This lets you take advantage of lakes without tapping all of it at once, or to get water from a [[river]] without flooding the whole fortress. You can get water from the [[ocean]], but it's not drinkable without either a [[well]] or [[Pump#Desalinization|desalinization]]. &lt;br /&gt;
&lt;br /&gt;
:''(* Technically, a cistern is constructed, while a reservoir is either constructed or merely dug, but with the exception of [[Pump#Desalinization|desalinized water]] there is no functional difference.)&lt;br /&gt;
&lt;br /&gt;
Producing a reservoir does not involve constructing a specific building, but rather by hollowing out a great underground chamber, routing [[water]] to it, and ideally capping it with a [[well]] for easy access. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why do I need one?==&lt;br /&gt;
&lt;br /&gt;
There are many reason to build a reservoir.  Water which is &amp;quot;inside&amp;quot; does not freeze in winter.  This means that your [[well]] will continue to function, providing water to your injured dwarves, and backup hydration should you run low of [[alcohol]].  Same with a [[Zone#Fishing|fishing zone]].  &lt;br /&gt;
&lt;br /&gt;
Other possible uses include...&lt;br /&gt;
&lt;br /&gt;
* (re-)[[Irrigation]]&lt;br /&gt;
* [[Trap_design#Water_traps|Flooding traps]]&lt;br /&gt;
* [[Death chamber]]&lt;br /&gt;
* Controlled [[waterfall]]&lt;br /&gt;
* [[Swimming pool]]&lt;br /&gt;
* [[Obsidian]] farm&lt;br /&gt;
&lt;br /&gt;
Finally, one may simply rest easier knowing that you have a ten years supply of fresh water to match your ten years pile of [[quarry bush]] leaves, and will live on even if the forces of darkness somehow block your river.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''(Also, it has been suggested that in the future, [[brewing]] will require [[water]].)''&lt;br /&gt;
&lt;br /&gt;
=Operation=&lt;br /&gt;
&lt;br /&gt;
Open the outer [[floodgate]] to fill the reservoir. Close it once there's enough water inside. Open the inner floodgate to release the water. Never have both open at once!&lt;br /&gt;
&lt;br /&gt;
=Making a reservoir=&lt;br /&gt;
&lt;br /&gt;
==Planning==&lt;br /&gt;
&lt;br /&gt;
Plan carefully where you want the water come from, and where you want it to go. Building next to a body of water is easiest. You can have the water flow down a staircase, or make channels for the water. Block off any corridors that connect to the water output. A simple [[door]] right next to flow will prevent water from pooling in the corridor. &lt;br /&gt;
&lt;br /&gt;
Also, you need to place two [[lever|levers]] to control the flow of water. It is easy to forget which lever connects to what. You might want to build a lever room nearby. Build levers parallel to the floodgates. &lt;br /&gt;
&lt;br /&gt;
==Digging==&lt;br /&gt;
&lt;br /&gt;
Mine out an area like this, one level below the ground. The diagonal kink is important! The area above it will be the reservoir proper. It can be any size you like, but make sure it only connects to the rest of your fortress through that diagonal opening. Water will flow out from below that kink, so make sure there's no hallways below that you don't want flooded. &lt;br /&gt;
&lt;br /&gt;
{{diagram|wwww&lt;br /&gt;
####&lt;br /&gt;
#+##&lt;br /&gt;
#+##&lt;br /&gt;
#+##&lt;br /&gt;
#+##&lt;br /&gt;
#+##&lt;br /&gt;
##+#&lt;br /&gt;
##+#&lt;br /&gt;
##+#&lt;br /&gt;
##&amp;gt;#&lt;br /&gt;
####}}&lt;br /&gt;
&lt;br /&gt;
==Floodgates==&lt;br /&gt;
&lt;br /&gt;
Build the upper floodgate at the very end of the reservoir chamber. Once it's in place, connect it to a lever. &lt;br /&gt;
&lt;br /&gt;
{{diagram|wwww&lt;br /&gt;
 ####&lt;br /&gt;
 #X##&lt;br /&gt;
 #+##&lt;br /&gt;
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 ##+#&lt;br /&gt;
 ##&amp;gt;#&lt;br /&gt;
 ####}}&lt;br /&gt;
&lt;br /&gt;
Once the first floodgate has been connected, build the other floodgate just behind the kink. Dwarves don't build on the diagonal, so this keeps your dwarves from trapping themselves. Connect it to another lever. &lt;br /&gt;
&lt;br /&gt;
{{diagram|wwww&lt;br /&gt;
 ####&lt;br /&gt;
 #X##&lt;br /&gt;
 #+##&lt;br /&gt;
 #+##&lt;br /&gt;
 #+##&lt;br /&gt;
 #+##&lt;br /&gt;
 ##X#&lt;br /&gt;
 ##+#&lt;br /&gt;
 ##+#&lt;br /&gt;
 ##&amp;gt;#&lt;br /&gt;
 ####}}&lt;br /&gt;
&lt;br /&gt;
==Input channel==&lt;br /&gt;
&lt;br /&gt;
From above, channel into the water source. &lt;br /&gt;
&lt;br /&gt;
{{diagram|wwww&lt;br /&gt;
 #w##&lt;br /&gt;
 #X##&lt;br /&gt;
 #+##&lt;br /&gt;
 #+##&lt;br /&gt;
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 ##X#&lt;br /&gt;
 ##.#&lt;br /&gt;
 ##+#&lt;br /&gt;
 ##&amp;gt;#&lt;br /&gt;
 ####}}&lt;br /&gt;
&lt;br /&gt;
==Output channel==&lt;br /&gt;
&lt;br /&gt;
You can have the water just flow down the stairs, or dig a channel just outside the outer floodgate. This cuts off access to the reservoir, so you can't re-jigger the floodgates. Hopefully, you will not need to, but you can build a horizontal [[grate]] or [[bars|floor bars]] to make the channel walkable but still allow water to flow through. &lt;br /&gt;
&lt;br /&gt;
{{diagram|wwww&lt;br /&gt;
 ####&lt;br /&gt;
 #X##&lt;br /&gt;
 #+##&lt;br /&gt;
 #+##&lt;br /&gt;
 #+##&lt;br /&gt;
 #+##&lt;br /&gt;
 ##X#&lt;br /&gt;
 ##W#&lt;br /&gt;
 ##+#&lt;br /&gt;
 ##&amp;gt;#&lt;br /&gt;
 ####}}&lt;br /&gt;
&lt;br /&gt;
=Variations=&lt;br /&gt;
&lt;br /&gt;
==Deeper reservoir==&lt;br /&gt;
&lt;br /&gt;
If for some reason you need to build a reservoir deeper underground, or further from the water source, you can connect the water source to the first floodgate by a stairway or tunnel. Add another kink before the first floodgate to avoid trapped dwarves. &lt;br /&gt;
&lt;br /&gt;
{{diagram|wwww&lt;br /&gt;
 ####&lt;br /&gt;
 ##&amp;gt;#&lt;br /&gt;
 ####}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|####&lt;br /&gt;
 ##&amp;lt;#&lt;br /&gt;
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 ####}}&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
	&lt;br /&gt;
While the basics of a cistern are very plain, one can apply a great deal of personalization to your cistern.  It can be completely cube shaped, rectangular, or circular.  You can have a floodgate or hatchcover leading to a drain, perhaps a [[chasm]], to allow you to drain and maintain your cistern.  You may also want to [[road|pave]] the floor in case you have uncovered an [[underground river]] or pool, in order to prevent the growth of [[tower-cap|tower-caps]].  Finally, you might want to use [[pressure plate|pressure plates]] to automate the intake floodgate, keeping the cistern full (but not overflowing).&lt;br /&gt;
&lt;br /&gt;
For detailed instructions on setting up a working well, see the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
===Fish-proofing===&lt;br /&gt;
&lt;br /&gt;
Draining from a large body of water can allow large and potentially dangerous aquatic creatures into your fortress. Installing a [[grate]] or [[bars]] across the water flow can keep them out. Note that bars will allow [[vermin]]-size creatures though, and grates do not. You can use [[fortification|fortifications]] too, but this slows down the flow of water. &lt;br /&gt;
&lt;br /&gt;
===Re-directing water flows===&lt;br /&gt;
&lt;br /&gt;
It's possible to re-configure a reservoir to channel water in a new direction. You can construct walls and floors to block water, or place [[door|doors]] and [[hatch|hatches]]. &lt;br /&gt;
&lt;br /&gt;
====Doors vs floodgates vs drawbridges====&lt;br /&gt;
&lt;br /&gt;
You can use [[door|doors]] and [[floodgate|floodgates]] interchangeably. Drawbridges work as well - when they're raised, they block any passage they sit in front of, and this includes the passage of fluids. (This is expected to change in the future, so your doors might start leaking in the future.)&lt;br /&gt;
&lt;br /&gt;
==Magma Reservoirs==&lt;br /&gt;
&lt;br /&gt;
You can move [[magma]] around using the same basic principles. [[Construction|Constructions]] (walls, ramps, etc) do not need to be [[magma safe]], nor do pumps (so long as they are not submerged) - glass or wooden walls and pump components (blocks, pipes and screws) are fine*.  Any [[furniture]] (specifically including doors, floodgates, and hatch covers) and [[mechanism|mechanisms]] that will be submerged or &amp;quot;opened&amp;quot; to magma flow must be of [[magma proof]] materials.&lt;br /&gt;
&lt;br /&gt;
:''(* Or usually are - it has been reported that long exposure to the heat of magma, from being directly adjacent to a large pool of it, will damage screw pumps to the point that they deconstruct. Not all players observe this, so more research is required.)''&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rest&amp;diff=218676</id>
		<title>40d:Rest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rest&amp;diff=218676"/>
		<updated>2015-05-18T10:59:02Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|10:59, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''Rest''' job is activated when a dwarf cannot do most normal tasks. (Like walking around) The dwarf with the rest job is either rescued and put in a bed, or moves very slowly to the bed leaving a very annoying trail of blood. In most cases the dwarf will stay in the bed until the injuries are fully healed. Notable exception is the situation, when bed is located aboveground, dwarf is capable of walking (has  both legs uninjured) and ''dwarves stay indoors'' order is issued.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
* [[Wound]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Severed_body_part&amp;diff=218674</id>
		<title>40d:Severed body part</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Severed_body_part&amp;diff=218674"/>
		<updated>2015-05-18T10:58:53Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|10:58, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
In combat, bladed [[weapon]]s or good old-fashioned blunt trauma can sever body parts, often quite dramatically. In fortress mode, these are collected by your [[dwarves]] as [[refuse]] and deposited in an appropriate [[stockpile]], where they are left to [[rot]] (or are [[butcher]]ed, if you so allow) and produce bones. While there's nothing like a rotting pile of dismembered limbs to brighten your day, the glut of refuse [[hauling]] jobs may distract your dwarves from more important tasks. It is recommended that you [[forbid]] any severed body part that is not the [[corpse]] when butchering dismembered bodies of edible [[creatures|wild animals]], and unforbid them once the proper corpses have been processed.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Shield_user&amp;diff=218673</id>
		<title>40d:Shield user</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Shield_user&amp;diff=218673"/>
		<updated>2015-05-18T10:58:39Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|10:58, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Shield User''' is the skill associated with the use of [[shield]]s and [[buckler]]s in combat. The skill is gained every time a block roll is attempted, and presumably increases the chance of higher block rolls. If the block roll succeeds the attack is blocked completely.&lt;br /&gt;
&lt;br /&gt;
At [[legendary]] or near-legendary levels, this skill provides ''huge'' amounts of protection, allowing a [[dwarf]] with a decent shield to block many [[crossbow]] [[bolt]]s, or even [[Dragon|Dragonfire]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=218671</id>
		<title>40d:Site map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=218671"/>
		<updated>2015-05-18T10:58:24Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:58, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The site map or location map is one of the possible modes in the [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The site map is the most detailed mode available. In other words, its tiles do not represent a larger number of tiles in another map, even though an individual tile may contain several objects and/or [[creature]]s stacked on top of one another.&lt;br /&gt;
&lt;br /&gt;
The exact size of the tiles is not defined and the flexible physics of the game make it difficult to pin down any size. However, it should be noted that each [[chair]], [[table]], [[bed]], or other item of [[furniture]] requires a single tile for itself in order to be placed correctly.&lt;br /&gt;
&lt;br /&gt;
While the adventurer explores the game in site map mode, they will over time grow [[Adventurer mode#Basic Needs|thirsty]] and [[Adventurer mode#Basic Needs|hungry]].&lt;br /&gt;
&lt;br /&gt;
== Screen Structure ==&lt;br /&gt;
&lt;br /&gt;
[[image:ExploredTownAtNight.png]]&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central area of the screen shows the player character and the surrounding area. &lt;br /&gt;
&lt;br /&gt;
Depending on the lighting, not the entire area may be visible. During the night or inside [[cave]]s, only a limited area is currently visible. In addition, obstacles like [[tree]]s or [[wall]]s will also impede visiblity.&lt;br /&gt;
&lt;br /&gt;
Tiles which are unknown and currently invisible will be completely black. Tiles which have been seen before (either during the current visit to the area or during a previous visit), will show their usual character, but will be greyed out. If there had been a [[creature]] on a tile when the character last saw the tile, that is, the last turn the tile was visible, the [[creature]]'s symbol will be shown in black on a purple background. It will remain there, until the tile becomes visible again.&lt;br /&gt;
[[image:BearInvisible.png|left|thumb|A bear hidden by a tree]][[image:BearVisible.png|center|thumb|The bear visible again]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Message Line ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the site map there is the message line where messages will be displayed, deducting one line from the central area. Usually, it is a single line. However, in certain situations where many things happen simultaneously (or rather between two moves of the player character), as in [[combat]], it may turn into several lines covering major parts of the screen.&lt;br /&gt;
&lt;br /&gt;
[[image:NormalMessageLine.png|left|thumb|A normal message line]][[image:MassiveMessageLine.png|center|thumb|A message line overflow]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
You can clear it by pressing the {{k|space}} key.&lt;br /&gt;
&lt;br /&gt;
=== Bottom Line Information ===&lt;br /&gt;
&lt;br /&gt;
The two bottom lines contain several pieces of information.&lt;br /&gt;
&lt;br /&gt;
On the first line on the left hand side, the character name will be displayed.&lt;br /&gt;
&lt;br /&gt;
On the second line on the left hand side, the name of the current location will be displayed. If the character is inside a named building, that building's name will be displayed. When inside a [[Site|town]] or other [[site]], that location's name will be displayed and only if none of these applies will the name of the region (that is, the local region the current travel map tile belongs to) be chosen.&lt;br /&gt;
&lt;br /&gt;
On the first line, in the center, 'W:' is followed by the name of the current [[weapon]].&lt;br /&gt;
&lt;br /&gt;
On the second line, in the center, 'A:' is followed by the name of the current torso [[armor]].&lt;br /&gt;
&lt;br /&gt;
On the first line, on the right hand side, 'Speed:' shows the [[speed]] value of the character. The higher the value, the faster the character moves and acts and the basic value for [[human]]s is 1,000.&lt;br /&gt;
&lt;br /&gt;
=== Upper Left ===&lt;br /&gt;
&lt;br /&gt;
The upper left corner of the screen features a site compass. It lists the nearby [[site]]s of interests closest to the location you are currently at.&lt;br /&gt;
&lt;br /&gt;
Each line lists one [[site]], starting with the [[site]] you are currently at.&lt;br /&gt;
&lt;br /&gt;
The first item in each line is the symbol for the [[site]] as seen on the travel map.&lt;br /&gt;
&lt;br /&gt;
This is then followed either by compass directions or a line of white minusses '---'. &lt;br /&gt;
&lt;br /&gt;
The '---' mean that the player character is currently at the specified [[site]]. &lt;br /&gt;
&lt;br /&gt;
If a compass direction is shown, it refers to the direction in which the [[site]] is as seen from the player character's current tile. Compass directions can be simple, like 'N', but can also be more extensive like 'WSW', so they are fairly accurate. The color of the compass direction indicates how far the character is away from the site. Light green means the character is the closest beyond being at a location. Brown means nearby and dark grey indicates any distance beyond that.&lt;br /&gt;
&lt;br /&gt;
There is one special appliance for the compass: If you are currently on a [[quest]] and have reached the [[quest]] location on the travel map, the compass on the site map will not show the white '---' until you have reached the precise [[quest]] location, like for instance the actual entrance to a [[cave]]. Instead, you will have light green compass directions pointing the way towards the [[quest]] location. Note that this is only the [[cave]] entrance or such. The location of a [[quest]] opponent is not given by the compass and needs to be figured through searching the [[quest]] location.&lt;br /&gt;
&lt;br /&gt;
There is one more item a line may contain. That is a cyan 'TSK' marking a [[quest]] destination location. A character is on a [[quest]] for the entire time from accepting the [[quest]] until reporting the success to the [[quest]] giver. While the [[quest]] is not fulfilled yet (i.e. the [[quest]] monster has not been slain yet), the [[site]] of the [[quest]] (where the [[quest]] monster resides) will be marked with the 'TSK'. Once the [[quest]] has been fulfilled (i.e. the [[quest]] monster has been slain), the 'TSK' is moved to the town where the [[quest]] giver resides. Only once the [[quest]] is ended by reporting the success to the [[quest]] giver will the 'TSK' be removed completely.&lt;br /&gt;
&lt;br /&gt;
=== Lower Left ===&lt;br /&gt;
&lt;br /&gt;
The lower left area may contain a mini map if it is available.&lt;br /&gt;
&lt;br /&gt;
The minimap is only available if you are in a [[Site|town]] or when you are directly at a special/[[quest]] location, like for instance inside a [[cave]]. The minimap is not available on normal terrain maps or on [[cave]] location site maps themselves (that is the site map where the entrance to the [[cave]] is located).&lt;br /&gt;
&lt;br /&gt;
In [[cave]]s, the minimap currently seems to mark only the player character position as a light green '@' ([[image:PlayerIcon.png]]) and the position of the [[cave]] entrance as a yellow 'X'. It does not show tunnels or [[creature]]s or any other features, so it only helps with basic orientation.&lt;br /&gt;
&lt;br /&gt;
In [[Site|towns]], the minimap shows the buildings you have either heard about or visited as well as the position of your character. Other creatures or features are not shown on the map and [[z-level]] differences are also not shown.&lt;br /&gt;
&lt;br /&gt;
* In the town map, your own character is again the light green '@' ([[image:PlayerIcon.png]]).&lt;br /&gt;
* A black 'H' on a brown background ([[image:HouseIcon.png]]) marks housing, be it hovels or appartment buildings.&lt;br /&gt;
* A blue 'M' on dark blue ([[image:MayorIcon.png]]) marks the town hall where the mayor can be found.&lt;br /&gt;
* A grey rectangle of 2x2 tiles size with a white 'T' on a red background in the upper left corner ([[image:TempleIcon.png]]) marks a [[temple]].&lt;br /&gt;
* A grey rectangle of 3x3 tiles size with a cyan 'K' on a blue background in the middle ([[image:KeepIcon.png]]) marks a keep.&lt;br /&gt;
* Yellow icons on a brown background depict stores:&lt;br /&gt;
** Armory : [[image:ArmoryIcon.png]]&lt;br /&gt;
** Clothier : [[image:TraderIcon.png]]&lt;br /&gt;
** Grocery : [[image:GroceryIcon.png]]&lt;br /&gt;
** Weapon Smith : [[image:WeaponSmithieIcon.png]]&lt;br /&gt;
** Jeweler : [[image:TrinketIcon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Right Side ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side, neighboring [[z-axis|z-levels]] may be shown.&lt;br /&gt;
&lt;br /&gt;
Their displayal works basically like that of the central area as far as visibility is concerned.&lt;br /&gt;
&lt;br /&gt;
These visuals only pop up once the character moves within range of an area where the character can either see onto a different [[z-level]] or where the character has previously seen the different [[z-level]] (the latter is very common during [[cave]] explorations where the surface [[z-level]] may show up on the right hand side).&lt;br /&gt;
&lt;br /&gt;
These displays are framed and in the middle of the bottom or top frame, an arrow and a number will indicate the relative depth: A downward arrow in the bottom frame indicates that the [[z-level]] displayed is lower than where the character is currently located, while an upward arrow in the top frame indicates that the [[z-level]] is above the character. The number next to the arrow indicates the number of [[z-axis|levels]] difference. So, seeing down a single-level [[slope]] would result in a down arrow next to the number '1', while seeing the roof of a 2-story building would generate an up arrow and the number '2'. In addition, arrow and number are light blue when displaying a [[z-level]] above the character's current position and brown when the extra [[z-level]] is below.&lt;br /&gt;
&lt;br /&gt;
If there is a [[creature]] visible in the extra-display, the frame will be yellow.&lt;br /&gt;
&lt;br /&gt;
== Game Play Function ==&lt;br /&gt;
&lt;br /&gt;
While the travel map allows for quick travel between locations, the site map is actually the location of the main interaction of the game. As such, you can only view your inventory or interact with it while in site map mode. In addition, [[creature]] encounters also only take place on site maps; if you come across a [[creature]] while travelling, you will have to switch into site map mode (by pressing {{k|&amp;gt;}}) - if it is not a random encounter, in which case you will automatically be forced into site map mode.&lt;br /&gt;
&lt;br /&gt;
As was noted above, the character will grow [[Adventurer mode#Basic Needs|hungry]] and [[Adventurer mode#Basic Needs|thirsty]] while on a site map. However, site maps are the only location where you actually can obtain [[Adventurer mode#Basic Needs|food]] and [[Adventurer mode#Basic Needs|water]] as the travel map does not offer interaction with any game objects.&lt;br /&gt;
&lt;br /&gt;
Time passes more slowly than on the travel map, but it is subject to day and night, as well as [[weather]] effects like rain.&lt;br /&gt;
&lt;br /&gt;
In [[Site|towns]], the site map allows you to explore the [[Site|town]] and speak with the inhabitants (using {{k|k}}). This way you can gather information for your [[legends]] registry, also learn about nearby [[site]]s and their inhabitants, get [[quest]]s from the mayor, and trade for better equipment or food.&lt;br /&gt;
&lt;br /&gt;
When facing special [[site]]s like [[cave]]s or [[goblin]] towers, the site map effectively resembles the normal gameplay of a rogue-like.&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smoke&amp;diff=218669</id>
		<title>40d:Smoke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smoke&amp;diff=218669"/>
		<updated>2015-05-18T10:58:11Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|10:58, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Where there's '''smoke''', there's [[fire]].  &lt;br /&gt;
&lt;br /&gt;
When items burn, they release smoke into the surrounding area.  The presence of smoke means that it is reasonably close to a source of fire, which can cause [[Losing|fun]] times.  If you see smoke, you have (or very recently had) a fire burning somewhere nearby and should take action.  ''(Since fire is deadly and can easily spread, this is bad enough by itself.)''&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] that inhale smoke will get unhappy [[thought]]s.  They also may get internal injuries or become [[unconscious]].  &lt;br /&gt;
&lt;br /&gt;
Smoke will not go through closed doors, but it is apparently thick enough to hold doors open if it gets through.  Like [[miasma]], smoke can easily cross [[z-level]]s up or down through openings.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soap_industry&amp;diff=218667</id>
		<title>40d:Soap industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soap_industry&amp;diff=218667"/>
		<updated>2015-05-18T10:58:04Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:58, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Soap]] is produced by a [[soaper]] in an [[Alchemist's laboratory]].&lt;br /&gt;
&lt;br /&gt;
Soapmaking is a high-technology tertiary industry. Creating soap requires [[lye]] and [[tallow]], both of which are manufactured items. Building the Alchemist's laboratory requires the components of a functioning [[glass industry]] to create the 3 clear [[glass]] [[vial]]s, which in turn requires [[sand]] (on a map which actually contains it), a [[bag]] (made from [[cloth]] or [[leather]]) and [[pearlash]] (made from burned wood).&lt;br /&gt;
&lt;br /&gt;
As [[lye]] is one of the necessary ingredients, creating soap will require burning large quantities of wood, so a soap industry is best established in a heavily wooded area or a mountainous region with an underground [[lake|pool]] or [[river]] for growing [[tower-cap]]s.&lt;br /&gt;
&lt;br /&gt;
==Alchemist's laboratory==&lt;br /&gt;
Soap is made in an Alchemist's laboratory.&lt;br /&gt;
* [[tallow]] + [[lye]] = [[soap]] - profession: [[alchemist]]&lt;br /&gt;
&lt;br /&gt;
===Lye===&lt;br /&gt;
Inputs: [[tree]]s plus an [[axe]]. &lt;br /&gt;
* cut down [[tree]]s to obtain [[wood]] - profession: [[wood cutter]]&lt;br /&gt;
* burn wood at a [[wood furnace]] to make [[ash]] - profession: [[furnace operator]]&lt;br /&gt;
* use ash to make [[lye]] at an [[ashery]] - profession: [[lye maker]]&lt;br /&gt;
&lt;br /&gt;
===Tallow===&lt;br /&gt;
Inputs: butcherable [[animals|creature]]s&lt;br /&gt;
* breed livestock or [[hunt]] butcherable wild animals- profession: [[hunter]]&lt;br /&gt;
* slaughter the animal at a [[butcher's shop]] to obtain [[fat]] - profession: [[butcher]]&lt;br /&gt;
* render the fat at a [[kitchen]] to produce [[tallow]] - profession: [[cook]]&lt;br /&gt;
&lt;br /&gt;
* Create 3 x [[glass]] [[vial]]s - requires a [[glass industry]]&lt;br /&gt;
&lt;br /&gt;
===Clear glass===&lt;br /&gt;
* [[cloth]] or [[leather]] [[bag]]&lt;br /&gt;
* construct a [[glass furnace]] or [[magma glass furnace]]&lt;br /&gt;
* collect [[sand]]&lt;br /&gt;
* obtain [[pearlash]] (trade or see below)&lt;br /&gt;
* sand + pearlash at glass furnace produces [[clear glass]] - profession: [[glassmaker]]&lt;br /&gt;
&lt;br /&gt;
====Bags====&lt;br /&gt;
Large amounts of animal fat are required to make soap. Slaughtered animals are the only input requied for producing [[bag]]s from [[leather]].&lt;br /&gt;
Inputs: butcherable animals&lt;br /&gt;
* breed livestock or [[hunt]] butcherable wild animals- profession: [[hunter]]&lt;br /&gt;
* slaughter the animal at a [[butcher's shop]] to obtain [[skin]] - profession: [[butcher]]&lt;br /&gt;
:: Note:these two steps are shared below in producing [[tallow]])&lt;br /&gt;
* tan the skin at a [[tanner's shop]] - profession: [[tanner]]&lt;br /&gt;
* use 2 pieces of leather to produce 1 bag at a [[leather works]] - profession: [[leatherworker]]&lt;br /&gt;
&lt;br /&gt;
====Sand====&lt;br /&gt;
Use the bags from above.&lt;br /&gt;
* construct a [[glass furnace]] or [[magma glass furnace]]&lt;br /&gt;
* issue the '''collect sand''' task from the furnace&lt;br /&gt;
&lt;br /&gt;
====Pearlash====&lt;br /&gt;
Pearlash is required in creating the glass vials used to build an Alchemist's laboratory.&lt;br /&gt;
Inputs: Ash or lye from above.&lt;br /&gt;
* Produce [[potash]] from [[ash]]es or [[lye]] at the [[ashery]] - profession: [[potash maker]]&lt;br /&gt;
* use [[potash]] to make [[pearlash]] at a [[kiln]] or [[magma kiln]] - profession: [[furnace operator]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Social_skill&amp;diff=218664</id>
		<title>40d:Social skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Social_skill&amp;diff=218664"/>
		<updated>2015-05-18T10:57:45Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:57, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Social skills''' are used mainly by the [[Expedition leader]], [[Manager]] and [[Broker]].  They are used in interactions between the dwarves in your fortress as well as when talking with [[liaison]]s and [[merchant]]s. Social skills are acquired at embarking, while performing the above administrative tasks or while attending parties.&lt;br /&gt;
&lt;br /&gt;
The following list is based on the skills listed in the nobles screen when replacing a [[noble]].&lt;br /&gt;
&lt;br /&gt;
==List of Social Skills==&lt;br /&gt;
=== Miscellaneous conversational skills ===&lt;br /&gt;
It is unknown what specific circumstances make one or another of these useful; most of them are trained by parties, conversation between two or more idle dwarves, and trading. The latter fact implies that they are useful in trading, perhaps to get a better deal. They are also listed as mayor skills.&lt;br /&gt;
* Conversationalist&lt;br /&gt;
* Comedian&lt;br /&gt;
* Flatterer&lt;br /&gt;
* [[Broker skills#Judge of intent|Judge of intent]]&lt;br /&gt;
* Liar&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* Persuader&lt;br /&gt;
* Negotiator&lt;br /&gt;
&lt;br /&gt;
===Broker skills===&lt;br /&gt;
:''See [[Broker skills]]''&lt;br /&gt;
All of the conversational skills listed above are trained by (and thus, presumably, used in) trading, possibly to get a better deal. It is believed that which skills are used may depend on the dwarf's personality. Note that the [[Appraiser]] skill, which is not a social skill, is also used in trading.&lt;br /&gt;
&lt;br /&gt;
===Mayor Skills===&lt;br /&gt;
*All of the above conversational skills&lt;br /&gt;
*[[Consoler]]&lt;br /&gt;
*[[Pacifier]]&lt;br /&gt;
&lt;br /&gt;
Dwarves with these two skills can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf). These skills are also all listed as relevant for the [[manager]].&lt;br /&gt;
&lt;br /&gt;
==Gaining Social Skills==&lt;br /&gt;
Dwarves train their social skills when idling in meeting areas or attending parties ''and'' they are standing near another dwarf. All social skills seem to train at roughly the same rate, though their [[personality trait|personality traits]] will determine ''which'' skills they train - for example, a very self-conscious dwarf will not gain Comedian skill.&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=218663</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=218663"/>
		<updated>2015-05-18T10:57:38Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:57, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill|skilled]] at using. All soldiers can carry [[shield|shields]], regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen ({{key|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
==Weapon &amp;amp; Military Skills==&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, any dwarf can be assigned any weapon and try to use it, with or without the skill - but the better the skill, the better the soldier.  If a dwarf's highest skill is a weapons skill, that will determine the dwarf's [[profession]].  It's quite possible to order an axedwarf, or any untrained peasant, to pick up a short sword and order them to fight - they just won't be as good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* [[Axedwarf]]&lt;br /&gt;
:* [[Hammerdwarf]]&lt;br /&gt;
:* [[Macedwarf]]&lt;br /&gt;
:* [[Marksdwarf]]&lt;br /&gt;
:* [[Speardwarf]]&lt;br /&gt;
:* [[Swordsdwarf]]&lt;br /&gt;
:* [[Wrestler]]&lt;br /&gt;
&lt;br /&gt;
:* [[Armor user]]&lt;br /&gt;
:* [[Shield user]]&lt;br /&gt;
&lt;br /&gt;
Note that in Fortress Mode, dwarfs cannot wield knives or larger versions of the above weapons, nor can they learn the skills to do so.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Soldiers will train when not on duty. Marksdwarves will shoot at [[archery target|archery targets]] if they are correctly set up and you have wood or bone [[bolt|bolts]] available. Melee dwarves (including wrestlers) will [[sparring|spar]] with their weapons in a [[barracks]] if you have built one. For full information, see the article on [[sparring]].&lt;br /&gt;
&lt;br /&gt;
== Squads ==&lt;br /&gt;
&lt;br /&gt;
You may organize your dwarves into squads of troops through the {{k|m}}ilitary menu. Select the squad commander, then press {{k|Enter}}. Select another dwarf, and press {{k|Enter}} to add this dwarf to the first soldier's squad. When you are finished adding to a particular squad, use the {{k|Spacebar}} to end the assignments. Adding an unenlisted dwarf to a currently active squad will activate this new soldier. Adding dwarves to an inactive squad will not activate the squad.&lt;br /&gt;
&lt;br /&gt;
You may also select sub-commanders in this manner, creating an established chain of command.&lt;br /&gt;
&lt;br /&gt;
Active squads will stay close to the leader of their squad. If he takes a break to Eat or Drink, his squad will follow him.  They will also follow him back to his bed if he goes to rest or heal.  If a squad leader is hospitalized, the dwarves under his command will do nothing useful until he is healed, or a different leader is assigned.  Squads will work towards a single goal -- if attacking a group of hostiles that scatter in several directions, the entire squad will follow one hostile.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Duty Roster ===&lt;br /&gt;
&lt;br /&gt;
You must activate and deactivate your squads through the {{k|m}}ilitary menu's &amp;quot;{{k|v}}iew squad&amp;quot; sub-menu. Some dwarves will grow unhappy if left on patrol duty too long, and they will not have a chance to improve their skills. A squad that is off-duty will spar in a [[barracks]] or train at [[archery target|archery targets]] with wooden or bone bolts.&lt;br /&gt;
&lt;br /&gt;
You may wish to design outdoor training areas so that your soldiers do not fall prey to [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
=== Rations ===&lt;br /&gt;
&lt;br /&gt;
You may also specify if the squad should carry food and water, using [[backpack|backpacks]] and [[waterskin|waterskins]] respectively, using the military menu.&lt;br /&gt;
&lt;br /&gt;
== Soldier professions ==&lt;br /&gt;
&lt;br /&gt;
Every weapon has an associated skill. Soldiers will have professions according to what [[Weapon|weapon]] they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a spear will be known as a Speardwarf, even if the soldier has been reassigned to train with an axe instead.&lt;br /&gt;
&lt;br /&gt;
=== [[Axeman|Axedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in [[slash]] damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
&lt;br /&gt;
=== [[Hammerman|Hammerdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in [[bludgeon]] damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[Maceman|Macedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face (he bashes enemies with his crossbow.  This is the only time when it's good to have a metal crossbow, by the way.)&lt;br /&gt;
&lt;br /&gt;
=== [[Spearman|Speardwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in [[pierce]] damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.&lt;br /&gt;
&lt;br /&gt;
=== [[Swordsman|Swordsdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal [[slash]] damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear.&lt;br /&gt;
&lt;br /&gt;
=== [[Marksman|Marksdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, thought of as the wimpiest soldiers, are armed with [[crossbow|crossbows]] and deal [[pierce]] damage from afar. A [[bolt]] does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target. The only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper|Trappers]] often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== [[Wrestler|Wrestlers]] ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[skill|Novice]] level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
== Heroes and Champions ==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
Once soldiers reach ''great'' [[skill]] level ''(the 11th above &amp;quot;no skill&amp;quot;)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, have a different color shade and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress guard|Guard]], or assign work [[dog|dogs]] to them. Note that armor user skill and shield user skills ''do not'' make a hero.&lt;br /&gt;
&lt;br /&gt;
You can still change their weapon and armor settings via the {{key|m}}ilitary screen ({{key|w}}eapons), and to change their soldiering orders ({{key|v}}iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders via the Squads screen ({{key|x}}) and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, and don't wish them to be locked into the military, transfer them out. Alternatively, a dwarf on the verge of becoming a hero in one weapon skill can be assigned another weapon and will continue training there; the attribute bonuses from gaining each weapon skill do stack. This is one method of making a legendary shield user/armor user without making a hero. Heroes cannot trade, so it is advisable for your trader not to be given military training.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[Legendary|legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.&lt;br /&gt;
&lt;br /&gt;
:'''''Exception:''''' From observed behavior, it seems that if a dwarf gains Great skill (or above) in a weapons skill while a civilian (as a [[Hunter]]), they will not become a Hero (or Champion), not even when Activated ''as'' military.  To become a Hero or Champion, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while [[Hunting]], depending on the weapon assigned to the dwarf. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Champion or Hero as usual and cannot then be de-activated.&lt;br /&gt;
&lt;br /&gt;
Heroes will gain a special job title related to their weapon proficiency (Hammer Lord, Axe Lord, etc.) Champions will use Champion as their job title regardless of weapon proficiency.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf becomes a Hero, his profession cannot change to become a hero of another weapon type and will not become a Champion until the original weapon skill reaches Legendary - for example, a Hammer Lord can train to become a Legendary Marksdwarf but will remain a Hammer Lord, only becoming a Champion once the Hammerdwarf skill is also trained to Legendary.&lt;br /&gt;
&lt;br /&gt;
Only Heroes and Champions can wear [[artifact]] weapons and armor (and once they do, they will '''never''' unequip them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* [[Weapons]]&lt;br /&gt;
:* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:SPEC_HEAT&amp;diff=218661</id>
		<title>40d:SPEC HEAT</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:SPEC_HEAT&amp;diff=218661"/>
		<updated>2015-05-18T10:57:26Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unknown&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|10:57, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium.&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=218659</id>
		<title>40d:Sphere</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=218659"/>
		<updated>2015-05-18T10:57:15Z</updated>

		<summary type="html">&lt;p&gt;PeridexisErrant: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|10:57, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[deity|Deities]], [[demon]]s, and [[megabeast]]s are aligned in spheres. A '''sphere''' is an aspect where a being has influence.  [[Civilization]]s have sphere alignments as well.&lt;br /&gt;
&lt;br /&gt;
=== Understanding spheres ===&lt;br /&gt;
&lt;br /&gt;
A being such as a deity, demon and occasionally megabeast may come to represent or epitomize certain things like emotions, qualities, terrain, and items. They are called &amp;quot;spheres&amp;quot;. As an example from real-world mythology, the Greek goddess [http://en.wikipedia.org/wiki/Athena Athena] is goddess in the &amp;quot;spheres&amp;quot; of wisdom, warfare, handicrafts and reason. She is therefore the goddess of wisdom.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other creatures will come to worship certain &amp;quot;powerful beings&amp;quot; and as such will follow that religion, and have a relationship with that &amp;quot;deity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following is according to Toady:&lt;br /&gt;
&lt;br /&gt;
:''Spheres have a parent/child list, a friend list, and a preclude list.  A deity has either one or two base spheres, and then they pick friends of those spheres, while never choosing a precluded or parent/child sphere of any of the spheres they already have.  I tried to be pretty lax with the preclude list so that interesting relationships could pop up.  There will obviously be problems and omissions and things here, since I had to match 100+ spheres together several times and no doubt made mistakes.  Feel free to discuss.''&lt;br /&gt;
&lt;br /&gt;
Parent/child relationships (note that a sphere can have more than one parent):&lt;br /&gt;
      SPHERE_NATURE&lt;br /&gt;
         SPHERE_ANIMALS&lt;br /&gt;
            SPHERE_FISH&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
            SPHERE_TREES&lt;br /&gt;
      SPHERE_ART&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_PAINTING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_BOUNDARIES&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
      SPHERE_COURAGE&lt;br /&gt;
         SPHERE_VALOR&lt;br /&gt;
      SPHERE_EARTH&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
         SPHERE_SALT&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_WEATHER&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
         SPHERE_WIND&lt;br /&gt;
&lt;br /&gt;
Friend relationships:&lt;br /&gt;
      SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_ANIMALS&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
      SPHERE_ART&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_ART&lt;br /&gt;
      SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
      SPHERE_CHAOS&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_CHARITY&lt;br /&gt;
         SPHERE_GENEROSITY&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_COASTS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_LABOR&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
      SPHERE_CREATION&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
      SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_DAWN&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DAY&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_DEATH&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_MURDER&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_SUICIDE&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
      SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_LUST&lt;br /&gt;
      SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
         SPHERE_DEFORMITY&lt;br /&gt;
      SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
      SPHERE_DUSK&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DUTY&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_EARTH&lt;br /&gt;
         SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_FAMILY&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_FAME&lt;br /&gt;
         SPHERE_RUMORS&lt;br /&gt;
      SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_FIRE&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_FISH&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_FISHING&lt;br /&gt;
      SPHERE_FISHING&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_HUNTING&lt;br /&gt;
      SPHERE_FOOD&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
      SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_MERCY&lt;br /&gt;
      SPHERE_FORTRESSES&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_GAMES&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_GAMES&lt;br /&gt;
         SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_GENEROSITY&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_HUNTING&lt;br /&gt;
         SPHERE_FISHING&lt;br /&gt;
      SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_ART&lt;br /&gt;
         SPHERE_PAINTING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
      SPHERE_JEWELS&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_JUSTICE&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_LABOR&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
      SPHERE_LAKES&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
      SPHERE_LAWS&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_JUSTICE&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_LIES&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
      SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
      SPHERE_LUCK&lt;br /&gt;
         SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_GAMES&lt;br /&gt;
      SPHERE_LUST&lt;br /&gt;
         SPHERE_DEPRAVITY&lt;br /&gt;
      SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_MERCY&lt;br /&gt;
         SPHERE_FORGIVENESS&lt;br /&gt;
      SPHERE_METALS&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
      SPHERE_MINERALS&lt;br /&gt;
         SPHERE_JEWELS&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
      SPHERE_MISERY&lt;br /&gt;
         SPHERE_TORTURE&lt;br /&gt;
      SPHERE_MOON&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_MURDER&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_MUSIC&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_NATURE&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_WEATHER&lt;br /&gt;
      SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_MOON&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_STARS&lt;br /&gt;
      SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_OATHS&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
      SPHERE_OCEANS&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_SALT&lt;br /&gt;
      SPHERE_ORDER&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_DUTY&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_PAINTING&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
      SPHERE_PERSUASION&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SPEECH&lt;br /&gt;
      SPHERE_PLANTS&lt;br /&gt;
         SPHERE_ANIMALS&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_POETRY&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_PERSUASION&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
         SPHERE_WRITING&lt;br /&gt;
      SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
      SPHERE_RAIN&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
         SPHERE_TREES&lt;br /&gt;
      SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_REVELRY&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_RIVERS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_RUMORS&lt;br /&gt;
         SPHERE_FAME&lt;br /&gt;
      SPHERE_SACRIFICE&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
         SPHERE_GENEROSITY&lt;br /&gt;
      SPHERE_SALT&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_SCHOLARSHIP&lt;br /&gt;
         SPHERE_WISDOM&lt;br /&gt;
         SPHERE_WRITING&lt;br /&gt;
      SPHERE_SKY&lt;br /&gt;
         SPHERE_MOON&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_STARS&lt;br /&gt;
         SPHERE_WEATHER&lt;br /&gt;
         SPHERE_WIND&lt;br /&gt;
      SPHERE_SONG&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_SPEECH&lt;br /&gt;
         SPHERE_PERSUASION&lt;br /&gt;
      SPHERE_STARS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_STORMS&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
      SPHERE_SUICIDE&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_SUN&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_THUNDER&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
      SPHERE_TORTURE&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_TRADE&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_TREES&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_TRICKERY&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
      SPHERE_VALOR&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_VICTORY&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_VOLCANOS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
      SPHERE_WAR&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
         SPHERE_FORTRESSES&lt;br /&gt;
         SPHERE_VALOR&lt;br /&gt;
         SPHERE_VICTORY&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
      SPHERE_WEALTH&lt;br /&gt;
         SPHERE_JEWELS&lt;br /&gt;
         SPHERE_TRADE&lt;br /&gt;
      SPHERE_WEATHER&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_WIND&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_WISDOM&lt;br /&gt;
         SPHERE_SCHOLARSHIP&lt;br /&gt;
      SPHERE_WRITING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SCHOLARSHIP&lt;br /&gt;
      SPHERE_YOUTH&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_LONGEVITY&lt;br /&gt;
&lt;br /&gt;
Preclude relationships:&lt;br /&gt;
      SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_MUCK&lt;br /&gt;
      SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
      SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_CHARITY&lt;br /&gt;
         SPHERE_JEALOUSY&lt;br /&gt;
      SPHERE_CONSOLATION&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_DAWN&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
      SPHERE_DAY&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DEATH&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
         SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
      SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
      SPHERE_DREAMS&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_DUSK&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_FAME&lt;br /&gt;
         SPHERE_SILENCE&lt;br /&gt;
      SPHERE_FATE&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
      SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_FIRE&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
      SPHERE_FOOD&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
      SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_REVENGE&lt;br /&gt;
      SPHERE_FREEDOM&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_HEALING&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_JEALOUSY&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
      SPHERE_LAKES&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_LAWS&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_MURDER&lt;br /&gt;
         SPHERE_THEFT&lt;br /&gt;
      SPHERE_LIES&lt;br /&gt;
         SPHERE_TRUTH&lt;br /&gt;
      SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_LUCK&lt;br /&gt;
         SPHERE_FATE&lt;br /&gt;
      SPHERE_MERCY&lt;br /&gt;
         SPHERE_REVENGE&lt;br /&gt;
      SPHERE_MISERY&lt;br /&gt;
         SPHERE_CONSOLATION&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_HAPPINESS&lt;br /&gt;
      SPHERE_MUCK&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_MURDER&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_MUSIC&lt;br /&gt;
         SPHERE_SILENCE&lt;br /&gt;
      SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_OATHS&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_OCEANS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_ORDER&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_FREEDOM&lt;br /&gt;
      SPHERE_REVELRY&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_REVENGE&lt;br /&gt;
         SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_MERCY&lt;br /&gt;
      SPHERE_RIVERS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_SACRIFICE&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_SILENCE&lt;br /&gt;
         SPHERE_FAME&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
      SPHERE_SUN&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
      SPHERE_THEFT&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_TRADE&lt;br /&gt;
      SPHERE_TRADE&lt;br /&gt;
         SPHERE_THEFT&lt;br /&gt;
      SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
      SPHERE_TRICKERY&lt;br /&gt;
         SPHERE_TRUTH&lt;br /&gt;
      SPHERE_TRUTH&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_WEALTH&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_YOUTH&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
&lt;br /&gt;
=== Basic list of Sphere tokens ===&lt;br /&gt;
&lt;br /&gt;
 AGRICULTURE&lt;br /&gt;
 ANIMALS&lt;br /&gt;
 ART&lt;br /&gt;
 BALANCE&lt;br /&gt;
 BEAUTY&lt;br /&gt;
 BIRTH&lt;br /&gt;
 BLIGHT&lt;br /&gt;
 BOUNDARIES&lt;br /&gt;
 CAVERNS&lt;br /&gt;
 CHAOS&lt;br /&gt;
 CHARITY&lt;br /&gt;
 CHILDREN&lt;br /&gt;
 COASTS&lt;br /&gt;
 CONSOLATION&lt;br /&gt;
 COURAGE&lt;br /&gt;
 CRAFTS&lt;br /&gt;
 CREATION&lt;br /&gt;
 DANCE&lt;br /&gt;
 DARKNESS&lt;br /&gt;
 DAWN&lt;br /&gt;
 DAY&lt;br /&gt;
 DEATH&lt;br /&gt;
 DEFORMITY&lt;br /&gt;
 DEPRAVITY&lt;br /&gt;
 DISCIPLINE&lt;br /&gt;
 DISEASE&lt;br /&gt;
 DREAMS&lt;br /&gt;
 DUSK&lt;br /&gt;
 DUTY&lt;br /&gt;
 EARTH&lt;br /&gt;
 FAMILY&lt;br /&gt;
 FAME&lt;br /&gt;
 FATE&lt;br /&gt;
 FERTILITY&lt;br /&gt;
 FESTIVALS&lt;br /&gt;
 FIRE&lt;br /&gt;
 FISH&lt;br /&gt;
 FISHING&lt;br /&gt;
 FOOD&lt;br /&gt;
 FORGIVENESS&lt;br /&gt;
 FORTRESSES&lt;br /&gt;
 FREEDOM&lt;br /&gt;
 GAMBLING&lt;br /&gt;
 GAMES&lt;br /&gt;
 GENEROSITY&lt;br /&gt;
 HAPPINESS&lt;br /&gt;
 HEALING&lt;br /&gt;
 HOSPITALITY&lt;br /&gt;
 HUNTING&lt;br /&gt;
 INSPIRATION&lt;br /&gt;
 JEALOUSY&lt;br /&gt;
 JEWELS&lt;br /&gt;
 JUSTICE&lt;br /&gt;
 LABOR&lt;br /&gt;
 LAKES&lt;br /&gt;
 LAWS&lt;br /&gt;
 LIES&lt;br /&gt;
 LIGHT&lt;br /&gt;
 LIGHTNING&lt;br /&gt;
 LONGEVITY&lt;br /&gt;
 LOVE&lt;br /&gt;
 LOYALTY&lt;br /&gt;
 LUCK&lt;br /&gt;
 LUST&lt;br /&gt;
 MARRIAGE&lt;br /&gt;
 MERCY&lt;br /&gt;
 METALS&lt;br /&gt;
 MINERALS&lt;br /&gt;
 MISERY&lt;br /&gt;
 MIST&lt;br /&gt;
 MOON&lt;br /&gt;
 MOUNTAINS&lt;br /&gt;
 MUCK&lt;br /&gt;
 MURDER&lt;br /&gt;
 MUSIC&lt;br /&gt;
 NATURE&lt;br /&gt;
 NIGHT&lt;br /&gt;
 NIGHTMARES&lt;br /&gt;
 OATHS&lt;br /&gt;
 OCEANS&lt;br /&gt;
 ORDER&lt;br /&gt;
 PAINTING&lt;br /&gt;
 PEACE&lt;br /&gt;
 PERSUASION&lt;br /&gt;
 PLANTS&lt;br /&gt;
 POETRY&lt;br /&gt;
 PREGNANCY&lt;br /&gt;
 RAIN&lt;br /&gt;
 RAINBOWS&lt;br /&gt;
 REBIRTH&lt;br /&gt;
 REVELRY&lt;br /&gt;
 REVENGE&lt;br /&gt;
 RIVERS&lt;br /&gt;
 RULERSHIP&lt;br /&gt;
 RUMOR&lt;br /&gt;
 SACRIFICE&lt;br /&gt;
 SALT&lt;br /&gt;
 SCHOLARSHIP&lt;br /&gt;
 SEASONS&lt;br /&gt;
 SILENCE&lt;br /&gt;
 SKY&lt;br /&gt;
 SONG&lt;br /&gt;
 SPEECH&lt;br /&gt;
 STARS&lt;br /&gt;
 STORMS&lt;br /&gt;
 STRENGTH&lt;br /&gt;
 SUICIDE&lt;br /&gt;
 SUN&lt;br /&gt;
 THEFT&lt;br /&gt;
 THRALLDOM&lt;br /&gt;
 THUNDER&lt;br /&gt;
 TORTURE&lt;br /&gt;
 TRADE&lt;br /&gt;
 TRAVELERS&lt;br /&gt;
 TREACHERY&lt;br /&gt;
 TREES&lt;br /&gt;
 TRICKERY&lt;br /&gt;
 TRUTH&lt;br /&gt;
 TWILIGHT&lt;br /&gt;
 VALOR&lt;br /&gt;
 VICTORY&lt;br /&gt;
 VOLCANOS[sic]&lt;br /&gt;
 WAR&lt;br /&gt;
 WATER&lt;br /&gt;
 WEALTH&lt;br /&gt;
 WEATHER&lt;br /&gt;
 WIND&lt;br /&gt;
 WISDOM&lt;br /&gt;
 WRITING&lt;br /&gt;
 YOUTH&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>PeridexisErrant</name></author>
	</entry>
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