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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-07T20:14:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:On_break&amp;diff=197930</id>
		<title>v0.34:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:On_break&amp;diff=197930"/>
		<updated>2014-03-28T03:37:13Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:42, 2 June 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves will occasionally go '''on break'''. Breaks last about 14 days and dwarves tend to take breaks every few months. Dwarves on break will behave as though they are jobless, and will wander between their [[bedroom]]s and public meeting places. There is no way to force a dwarf to work while on break, therefore the best use of this time is boosting the happiness of said dwarf. A high [[quality]] [[dining room]], [[statue|statuary]], [[zoo]], or [[Activity zone#Meeting Area|meeting area]] will help in this respect. If a dwarf can be confined there by [[burrow]]s, a [[danger room]] can still be used while the dwarf is on break, making this another productive use of the time spent on break.&lt;br /&gt;
&lt;br /&gt;
Breaks probably do you more bad than good. Idling dwarves are never a good thing, as they do no work, build [[social skill]]s, and tend to build friendships that can lead to temper [[tantrum]]s later on if someone really well-liked passes away. Dcotors will also ignore any wounded and will not stop breaking even if somebody is dying in the hospital On the other hand, they do give dwarves time to examine [[furniture]] and raise their [[happiness]].&lt;br /&gt;
&lt;br /&gt;
[[Personality trait|Disciplined]] dwarves are theorized to take either shorter or less frequent breaks.&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Leather&amp;diff=197929</id>
		<title>v0.34:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Leather&amp;diff=197929"/>
		<updated>2014-03-28T03:28:16Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Leather armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:45, 26 December 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Leather''' is the tanned hide of an [[creature|animal]], and is a fairly versatile material. Leather can be used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], and [[decoration]]s, all at a [[leather works]]. Leather [[trade good|crafts]] are made at a [[craftsdwarf's workshop]]. Although most of these items can be made from other materials, it is the only sensible option for making [[quiver]]s and [[backpack]]s (the only alternative being [[adamantine]]), meaning some source of leather is almost essential for a well-rounded [[military]]. Plenty of leather can usually be acquired through [[trading|trade]] with dwarves and humans. &lt;br /&gt;
&lt;br /&gt;
Small amounts of leather can also be found near groups of cavern-dwelling [[Animal people]]. Obtaining leather this way is rather dangerous, as these creatures are generally hostile to dwarves and are often armed with blowguns shooting lethally poisonous darts.&lt;br /&gt;
&lt;br /&gt;
==Leather industry==&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[meat industry]], not the [[clothing industry]].&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[tanner's shop]], a raw hide or [[skin]] from an animal, and a dwarf with the [[tanning]] labor turned on. Rotten hides or skin cannot be tanned. The [[human]] and dwarven [[caravan]]s usually sell various boxes of leather, which can be useful if few [[Butcher|butcherable]] animals inhabit the map. One unrotten hide yields one &amp;quot;unit&amp;quot; of leather - regardless of whether the animal is a [[cat|kitten]] or an [[elephant]]. The [[value]] of the leather depends on the critter it comes from; leather made from the skins of rare or dangerous animals can be quite [[Value#Material_multipliers|valuable]]. Tanners turn a skin from severed part of an animal into the full-size leather.&lt;br /&gt;
&lt;br /&gt;
Dwarven tanners have a skill unknown to mere humans in that they can make the softest skin of the tiniest animal equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance or tough hide silky and supple remains a mystery.&lt;br /&gt;
&lt;br /&gt;
==Leather armor==&lt;br /&gt;
Leather armor is made in a [[leather works]], and requires one unit of any leather. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[weight|encumbrance]] penalties, but also provides less protection. It is weak against blunt damage since it so flexible it doesn't absorb much  force. The source animal of the leather (dragon, cat, etc.) does not alter the weight or protection of the armor, though the [[item quality]] likely does. Leather armor is useful for hunters since they can move fast to keep up with their quarry.&lt;br /&gt;
&lt;br /&gt;
Leather shields are extremely light and are just as protective as wooden or metal shields and are thus useful for keeping your forces mobile.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Meat industry]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Leather&amp;diff=197928</id>
		<title>v0.34:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Leather&amp;diff=197928"/>
		<updated>2014-03-28T03:27:18Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Leather armor */ added more info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:45, 26 December 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Leather''' is the tanned hide of an [[creature|animal]], and is a fairly versatile material. Leather can be used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], and [[decoration]]s, all at a [[leather works]]. Leather [[trade good|crafts]] are made at a [[craftsdwarf's workshop]]. Although most of these items can be made from other materials, it is the only sensible option for making [[quiver]]s and [[backpack]]s (the only alternative being [[adamantine]]), meaning some source of leather is almost essential for a well-rounded [[military]]. Plenty of leather can usually be acquired through [[trading|trade]] with dwarves and humans. &lt;br /&gt;
&lt;br /&gt;
Small amounts of leather can also be found near groups of cavern-dwelling [[Animal people]]. Obtaining leather this way is rather dangerous, as these creatures are generally hostile to dwarves and are often armed with blowguns shooting lethally poisonous darts.&lt;br /&gt;
&lt;br /&gt;
==Leather industry==&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[meat industry]], not the [[clothing industry]].&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[tanner's shop]], a raw hide or [[skin]] from an animal, and a dwarf with the [[tanning]] labor turned on. Rotten hides or skin cannot be tanned. The [[human]] and dwarven [[caravan]]s usually sell various boxes of leather, which can be useful if few [[Butcher|butcherable]] animals inhabit the map. One unrotten hide yields one &amp;quot;unit&amp;quot; of leather - regardless of whether the animal is a [[cat|kitten]] or an [[elephant]]. The [[value]] of the leather depends on the critter it comes from; leather made from the skins of rare or dangerous animals can be quite [[Value#Material_multipliers|valuable]]. Tanners turn a skin from severed part of an animal into the full-size leather.&lt;br /&gt;
&lt;br /&gt;
Dwarven tanners have a skill unknown to mere humans in that they can make the softest skin of the tiniest animal equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance or tough hide silky and supple remains a mystery.&lt;br /&gt;
&lt;br /&gt;
==Leather armor==&lt;br /&gt;
Leather armor is made in a [[leather works]], and requires one unit of any leather. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[weight|encumbrance]] penalties, but also provides less protection. It is weak against blunt damage since it so flexible it doesn't absorb much  force. The source animal of the leather (dragon, cat, etc.) does not alter the weight or protection of the armor, though the [[item quality]] likely does. Leather armor is useful for hunters since they can move fast to keep up with their quarry.&lt;br /&gt;
&lt;br /&gt;
Leather sheilas are extremely  light and are just as protective as wooden or metal shields and are thus useful for keeping your forces mobile.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Meat industry]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dining_room&amp;diff=197927</id>
		<title>v0.34:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dining_room&amp;diff=197927"/>
		<updated>2014-03-28T03:23:10Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Happiness considerations */  added more room value info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:13, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''dining room''' is a room designated from a [[table]]. The assigned room may be either assigned to a [[noble|specific dwarf]] or designated as a '''dining hall'''. A valuable communal dining hall is an excellent way to [[Thought|keep dwarves happy]].&lt;br /&gt;
&lt;br /&gt;
It is also possible to further designate a dining hall as a [[meeting hall]], allowing [[party|parties]]. Dwarves that are on break or jobless will also meet here and become further acquainted.&lt;br /&gt;
&lt;br /&gt;
==Constructing a dining hall==&lt;br /&gt;
In order to construct a dining hall, first {{k|b}}uild a {{k|t}}able, then use the {{k|q}} menu to designate the table as a {{k|r}}oom. Some players place [[food]] [[Stockpile#Food|stockpile]]s nearby in hopes that this will lessen the time it takes dwarves to grab a bite to eat. &lt;br /&gt;
&lt;br /&gt;
Once a dining hall has been designated, you may {{k|a}}ssign the room to a specific dwarf or further designate it as a meeting {{k|h}}all using the {{k|q}} menu. Dining halls assigned as meeting halls will attract idle dwarves and serve as a [[party]] hub, which may or may not be useful, depending on individual play style.&lt;br /&gt;
&lt;br /&gt;
===Happiness considerations===&lt;br /&gt;
*While a single table is enough to create a dining room, dwarves will receive unhappy [[thought]]s from &amp;quot;sharing&amp;quot; this table, eating at a dining room (or anywhere else) without a chair and table. To prevent this, {{k|b}}uild multiple {{k|t}}ables and add a {{k|c}}hair or throne next to each table. A good general rule of thumb is to have enough tables and chairs to serve one fifth of your fortress population at any given time.  While it seems to make sense do not put a chair on either side of a table as the dwarves will get upset about sharing it.&lt;br /&gt;
&lt;br /&gt;
*Since the room quality is determined solely by the total value of all items and furniture, it is possible to make a legendary room simply by having a great many more chairs and tables than you actually need, which will give your mason something to do and give your fort room to grow in the future. Construable artifacts, like mechanisms that can be used animal traps and weapons that can be placed in weapon traps, even if they are useless in a dining room will ad immensely to room value and impress any dwarf that looks at them. Artifacts you can build are a huge boon for this reason.&lt;br /&gt;
&lt;br /&gt;
*The total [[value]] of a dining room will affect how happy dwarves get about eating there. Because dining rooms tend to be large and have lots of potentially valuable furniture, it is fairly simple to get incredibly valuable dining rooms that help offset the depression of a dwarf's best friend being torn apart by [[goblin]]s. Building furniture from valuable materials such as [[flux]], [[obsidian]], or various [[metal]]s helps. [[engraver|Decorating the walls and floors]] is also an easy way to make a dining hall more valuable. Try to use a experienced engraver for thus important task to maximum room value.&lt;br /&gt;
&lt;br /&gt;
*Dwarves with a [[table]] or [[chair]] in their [[quarters]] may opt to eat their meals there instead of using your magnificent dining hall (forgoing the happy thought and possibly generating unhappy thoughts as well). To avoid this, do not install tables or chairs in your non-[[noble]] dwarves' quarters.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_thrips&amp;diff=197926</id>
		<title>v0.34:Giant thrips</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_thrips&amp;diff=197926"/>
		<updated>2014-03-28T02:39:58Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:11, 23 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=15-20&lt;br /&gt;
|eye=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=8&lt;br /&gt;
|brain=2&lt;br /&gt;
|meat=28-82&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A long, short-legged, flying insect the size of a [[giant cave spider]], it has no direct means of attack, but like all insects it will [[push]] and wrestle enemies with legs and wings pretty well, even if it shouldn't be intelligent enough to do so. Also, they seem to be able to throw dwarves disproportionately long distances, sometimes resulting in a dwarf exploding when thrown. If aggressive, they are a match for a dwarf and will probably win the ensuing fight.&lt;br /&gt;
&lt;br /&gt;
Thrips and giant thrips, despite being well-known agricultural pests, will do no harm to plants for now. They mostly spend their time flying high above ground in groups of five to ten, generally doing nothing useful and preventing more interesting animals from entering your map. Can be used as a food source or marksdwarf training target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Giant Thrips are useful in Adventure Mode as they take a long time to die. Because of their armor like chitin most attacks, even to the head, won't cause much damage besides shattering the chitin, which does not bleed like flesh does. This means that they make great training dummies to train up weapon skills on. Just avoid slicing off body parts so they don't bleed too much and it should stay alive for along time while you slice/bash the heck out of it. They aren't dangerous opponents at all and most of the time all they will do is charge you harmlessly.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_thrips&amp;diff=197925</id>
		<title>v0.34:Giant thrips</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_thrips&amp;diff=197925"/>
		<updated>2014-03-28T02:38:28Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: Added adventure mode info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:11, 23 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=15-20&lt;br /&gt;
|eye=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=8&lt;br /&gt;
|brain=2&lt;br /&gt;
|meat=28-82&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A long, short-legged, flying insect the size of a [[giant cave spider]], it has no direct means of attack, but like all insects it will [[push]] and wrestle enemies with legs and wings pretty well, even if it shouldn't be intelligent enough to do so. Also, they seem to be able to throw dwarves disproportionately long distances, sometimes resulting in a dwarf exploding when thrown. If aggressive, they are a match for a dwarf and will probably win the ensuing fight.&lt;br /&gt;
&lt;br /&gt;
Thrips and giant thrips, despite being well-known agricultural pests, will do no harm to plants for now. They mostly spend their time flying high above ground in groups of five to ten, generally doing nothing useful and preventing more interesting animals from entering your map. Can be used as a food source or marksdwarf training target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Giant Thrips are useful in a adventure mode as they take  a long time to die. Because of their chitin most attacks, even to the head, wont cause much damage besides shattering the chitin, which does not bleed like flesh does. this means that they make great training dummies to train up weapon skills on. Just avoid slicing off body parts so they don't bleed too much and it should stay alive for along time while you slice/bash the heck out of it. They aren't dangerous opponent sat all and most of the time all they will do is charge you harmlessly.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trapper&amp;diff=194291</id>
		<title>v0.34:Trapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trapper&amp;diff=194291"/>
		<updated>2013-11-20T07:44:33Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:02, 21 December 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Trapper&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Trapping]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Capture a live land animal&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Bait trap&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trapper''' is the skill associated with the '''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].&lt;br /&gt;
&lt;br /&gt;
To trap an animal, either {{k|q}}uery a [[kennel]] or [[Butcher's shop]] and {{k|a}}dd the {{k|a}} 'Capture live land animal' task, or {{k|b}} - {{k|m}} build an animal trap, which must then be baited with meat or fish. Many vermin animals are tamable and can be [[animal training|tamed]] at the kennel. &lt;br /&gt;
&lt;br /&gt;
Trappers will pursue and catch tame vermin that's outside of a container.&lt;br /&gt;
&lt;br /&gt;
The trapper skill is also used in creating animal traps. Wooden traps are made at the [[carpentry workshop]], while metal ones are constructed at a [[metalsmith's forge]], or a [[magma forge]].&lt;br /&gt;
&lt;br /&gt;
Trappers can be used to control the vermin population and/or acquire fancy creatures to put in cages and place in your fortress. In the first function, they are easily outperformed by cats, and the second is mainly attractive to boost dwarf mood if they encounter an animal they particularity like. Of course many vermin are hateable so it is questionable how effective this may be. As one of the Ranger professions, skill trappers often have other, more useful skills such as marksdwarf or [[ambusher]]. &lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194282</id>
		<title>v0.34:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194282"/>
		<updated>2013-11-19T22:03:09Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:24, 2 July 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Goblin ambush.jpg|thumb|right|350px|A [[goblin]] ambush (read: prime [[goblinite]]) can result in dangerous amounts of [[fun]] if not spotted early - as here.]]&lt;br /&gt;
An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}}, typically [[goblin|goblins]], attempts a sneak attack on your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by relatively small populations.&lt;br /&gt;
&lt;br /&gt;
Ambushes are not announced immediately, and the attacking units are only revealed when your fortress becomes aware of the attackers, either when they set off a [[cage trap]] or come sufficiently close to a dwarf, [[caravan]] member, or [[pet]] (they ignore wildlife). Ambushes can also be discovered manually, but not spotted, if you happen upon on an invader [[corpse]] and some [[goblinite]] in one of your [[trap]]s. Once an ambush [[squad]] is detected, an ambush will generate a [[Announcement#Major announcement|major announcement]], the wording of which depends on the invader.&lt;br /&gt;
&lt;br /&gt;
Ambushes, just like [[siege]]s, nearly always happen at the end of a season, generally in the last 10-15 days of the season. Ambushes tend to arrive with [[caravan]]s but can happen any time. Note that goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately. If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers) without risk of a jailbreak, unlike goblin thieves. If you abandon your fortress while an ambush is active, you will receive the message &amp;quot;Your strength has been broken.&amp;quot; Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a [[bug]].&lt;br /&gt;
&lt;br /&gt;
== Types of ambushes ==&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
[[File:RT-Third Ambush 01.png|thumb|left|400px|A goblin ambush imparts some [[fun|!!FUN!!]] new lines in a player's [[announcement]]s screen.]]&lt;br /&gt;
[[Goblin]] ambushes are usually announced with the message &amp;quot;An ambush!  Curse them!&amp;quot;, though this is occasionally modified to &amp;quot;A human has sprung from ambush!&amp;quot; if a captured [[human]] leads the [[squad]] (human [[civilization]]s themselves do not send ambushes, only [[siege]]s). Goblin ambushes are attracted by relatively high amounts of wealth; beyond a certain threshold, the higher the wealth, the more attractive your fortress becomes as a goblin ambush target.&lt;br /&gt;
&lt;br /&gt;
Goblins usually enter the map with two to four squads, each of which must be detected separately. On the sliding scale of [[wealth]] attraction goblin ambushes lie squarely between [[thief|thieves]]/[[snatcher]]s and [[siege]]s, but are infinitely more annoying; snatchers are a mere nuisance and sieges can usually be dealt with, but you might not find an ambush until it's too late to prevent them from entering your fortress and slaughtering your populace (or staying outside of it and killing off your [[wood cutter]]s, or your [[plant gathering|plant gatherers]], or your [[meat industry|livestock]], or your [[fisherdwarf|fisherdwarvers]], or your [[ambusher]]s, or...). Dealing with the threat of a hidden ambush is an important element in [[military design]].&lt;br /&gt;
&lt;br /&gt;
It may be preferable to avoid goblin ambushes as much as possible by holding wealth down early on, and then creating a large number of high-value objects as possible in a short period of time on the way to &amp;quot;siege level&amp;quot; fortress wealth attraction. This reduces your exposure to ambushes, but means you have to deal with sieges off the bat instead.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
If you manage to sufficiently anger an [[Elf|elven]] civilization by offering their [[trade]]rs [[wood]]-based items or by killing them off entirely, you may front an elven ambush, announced with the message &amp;quot;An ambush! Curse all friends of nature!&amp;quot;. Elven ambushes are similar to goblin ones, except that non-ranged elven warriors are laughable fighters. Elven ambushes are also possible if your civilization is enemies with the elves, which occasionally happens.&lt;br /&gt;
&lt;br /&gt;
=== Necromancers ===&lt;br /&gt;
[[Necromancer]]s will also occassionally ambush your fortress, if you are in range of their [[tower]] and they opt out of a full-on [[siege]].  Necromancer ambushes consist of several necromancers, each one being detected individually; an early warning sign for a necromancer ambush is the presence of [[undead]] in non-evil [[biome|biomes]]. These ambushes are announced with &amp;quot;Intruders! Drive them away!&amp;quot;. The necromancers themselves are harmless, being regular old unarmed humanoids; however, very bad things will happen if they manage to find their way within sight of any left-over goblin sieges, [[corpse]] or [[refuse]] [[stockpile]]s, or (Armok forbid) last month's [[dragon]] invader. For this reason it is highly recommended that fortresses within sounding range of a tower internalize or [[atom smasher|atom smash]] all of their meat byproducts, and set [[standing orders]] to &amp;quot;gather refuse from outside&amp;quot; and clean up any meaty outdoor bits.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
[[Kobold]] ambushes are triggered by a long enough string of successful kobold thieveries, and are announced with the message &amp;quot;An ambush! Skulking Vermin!&amp;quot;. This usually only happens when kobold thieves manage to steal from an outdoor cache of some sort that your dwarves cannot access for some reason, possibly fallen [[goblinite]] from or during an ongoing siege. Kobold ambushes are mostly notable for being much more annoying than kobold thieves, and should not be allowed to occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Ambushes also occur often in Adventure Mode. They generally happens while fast traveling, you will suddenly stop fast traveling and a dialogue box will appear, telling you who you're being attacked by. You will then be attacked by a group of hostile creatures. They are almost always [[Human]]s, [[Goblin]]s or [[Dwarves]] and their equipment varies widely from armour and iron melee weapons to clothing and bows. They will generally surround you and will not stop fighting until you are dead.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with ambushers is to attack each enemy until they suffer a bone [[Wound|fracture]]. This will almost always render them unconscious after a turn or two making them a non factor and prevents them running away. While they are down, focus on their friends.&lt;br /&gt;
&lt;br /&gt;
Archers are by far the biggest threat in an ambush as a bolt has a high chance of striking a bone and rendering you unconscious to be killed in short order. Bowmen and crossbowmen are green colored (unless using a graphics set), so watch out for any green enemies and try to focus on them first if possible. If you are shot at, try to move behind a tree to hide from the archer until the arrows stop flying. Allow the melee attackers to come to you and slice them up as they come close enough. Beware of accidentally dodging into the tree, stunning yourself, or out of your cover.&lt;br /&gt;
&lt;br /&gt;
If you succeed in killing them, you can then run away, keeping trees between you and the archer as much as possible or try to charge them to cut them down in melee. It is a good idea to carry a bow of some kind, even if you are a melee fighter so you can fire back at archers if necessary. All you need to do is nail one of his bones with a projectile and he will probably fall unconscious, ready to have his head sliced open.&lt;br /&gt;
&lt;br /&gt;
Once you have wiped out most of the attackers, feel free to kill crippled ones slowly, cutting or beating them up first to boost your skills. Make sure to check their inventory once they die, you might find some nice [[Equipment|armour]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
* [[Wealth]]&lt;br /&gt;
* [[Security design]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Black_mamba_man&amp;diff=194266</id>
		<title>v0.34:Black mamba man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Black_mamba_man&amp;diff=194266"/>
		<updated>2013-11-19T15:13:58Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:29, 9 July 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Black mamba men''' are the anthropomorphic versions of [[black mamba]]s, half-man, half-snake. Unlike their solitary basal creatures, they can appear in packs of up to three. Their venom is just as deadly as their smaller cousins, able to paralyse and kill a dwarf quickly and causes great pain and unconsciousness. Since they appear in packs they are unbelievably dangerous if they begin biting. They can use equipment and will not bite if armed with a weapon.&lt;br /&gt;
&lt;br /&gt;
They're slightly larger than a dwarven child, and not nearly so threatening as the [[giant black mamba]]s, as they lack the size to bite off entire limbs like the giant version often does.&lt;br /&gt;
&lt;br /&gt;
Because of their deadly bite, Black mamba men should be left alone if possible. Use ranged weapons as much as possible to avoid bites and make sure any dwarf you send into melee is well armoured to lessen the chance a bite will actually reach flesh to inject venom.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194265</id>
		<title>v0.34:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194265"/>
		<updated>2013-11-19T13:59:34Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:24, 2 July 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Goblin ambush.jpg|thumb|right|350px|A [[goblin]] ambush (read: prime [[goblinite]]) can result in dangerous amounts of [[fun]] if not spotted early - as here.]]&lt;br /&gt;
An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}}, typically [[goblin|goblins]], attempts a sneak attack on your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by relatively small populations.&lt;br /&gt;
&lt;br /&gt;
Ambushes are not announced immediately, and the attacking units are only revealed when your fortress becomes aware of the attackers, either when they set off a [[cage trap]] or come sufficiently close to a dwarf, [[caravan]] member, or [[pet]] (they ignore wildlife). Ambushes can also be discovered manually, but not spotted, if you happen upon on an invader [[corpse]] and some [[goblinite]] in one of your [[trap]]s. Once an ambush [[squad]] is detected, an ambush will generate a [[Announcement#Major announcement|major announcement]], the wording of which depends on the invader.&lt;br /&gt;
&lt;br /&gt;
Ambushes, just like [[siege]]s, nearly always happen at the end of a season, generally in the last 10-15 days of the season. Ambushes tend to arrive with [[caravan]]s but can happen any time. Note that goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately. If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers) without risk of a jailbreak, unlike goblin thieves. If you abandon your fortress while an ambush is active, you will receive the message &amp;quot;Your strength has been broken.&amp;quot; Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a [[bug]].&lt;br /&gt;
&lt;br /&gt;
== Types of ambushes ==&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
[[File:RT-Third Ambush 01.png|thumb|left|400px|A goblin ambush imparts some [[fun|!!FUN!!]] new lines in a player's [[announcement]]s screen.]]&lt;br /&gt;
[[Goblin]] ambushes are usually announced with the message &amp;quot;An ambush!  Curse them!&amp;quot;, though this is occasionally modified to &amp;quot;A human has sprung from ambush!&amp;quot; if a captured [[human]] leads the [[squad]] (human [[civilization]]s themselves do not send ambushes, only [[siege]]s). Goblin ambushes are attracted by relatively high amounts of wealth; beyond a certain threshold, the higher the wealth, the more attractive your fortress becomes as a goblin ambush target.&lt;br /&gt;
&lt;br /&gt;
Goblins usually enter the map with two to four squads, each of which must be detected separately. On the sliding scale of [[wealth]] attraction goblin ambushes lie squarely between [[thief|thieves]]/[[snatcher]]s and [[siege]]s, but are infinitely more annoying; snatchers are a mere nuisance and sieges can usually be dealt with, but you might not find an ambush until it's too late to prevent them from entering your fortress and slaughtering your populace (or staying outside of it and killing off your [[wood cutter]]s, or your [[plant gathering|plant gatherers]], or your [[meat industry|livestock]], or your [[fisherdwarf|fisherdwarvers]], or your [[ambusher]]s, or...). Dealing with the threat of a hidden ambush is an important element in [[military design]].&lt;br /&gt;
&lt;br /&gt;
It may be preferable to avoid goblin ambushes as much as possible by holding wealth down early on, and then creating a large number of high-value objects as possible in a short period of time on the way to &amp;quot;siege level&amp;quot; fortress wealth attraction. This reduces your exposure to ambushes, but means you have to deal with sieges off the bat instead.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
If you manage to sufficiently anger an [[Elf|elven]] civilization by offering their [[trade]]rs [[wood]]-based items or by killing them off entirely, you may front an elven ambush, announced with the message &amp;quot;An ambush! Curse all friends of nature!&amp;quot;. Elven ambushes are similar to goblin ones, except that non-ranged elven warriors are laughable fighters. Elven ambushes are also possible if your civilization is enemies with the elves, which occasionally happens.&lt;br /&gt;
&lt;br /&gt;
=== Necromancers ===&lt;br /&gt;
[[Necromancer]]s will also occassionally ambush your fortress, if you are in range of their [[tower]] and they opt out of a full-on [[siege]].  Necromancer ambushes consist of several necromancers, each one being detected individually; an early warning sign for a necromancer ambush is the presence of [[undead]] in non-evil [[biome|biomes]]. These ambushes are announced with &amp;quot;Intruders! Drive them away!&amp;quot;. The necromancers themselves are harmless, being regular old unarmed humanoids; however, very bad things will happen if they manage to find their way within sight of any left-over goblin sieges, [[corpse]] or [[refuse]] [[stockpile]]s, or (Armok forbid) last month's [[dragon]] invader. For this reason it is highly recommended that fortresses within sounding range of a tower internalize or [[atom smasher|atom smash]] all of their meat byproducts, and set [[standing orders]] to &amp;quot;gather refuse from outside&amp;quot; and clean up any meaty outdoor bits.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
[[Kobold]] ambushes are triggered by a long enough string of successful kobold thieveries, and are announced with the message &amp;quot;An ambush! Skulking Vermin!&amp;quot;. This usually only happens when kobold thieves manage to steal from an outdoor cache of some sort that your dwarves cannot access for some reason, possibly fallen [[goblinite]] from or during an ongoing siege. Kobold ambushes are mostly notable for being much more annoying than kobold thieves, and should not be allowed to occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Ambushes also occur often in Adventure Mode. They generally happens while fast traveling, you will suddenly stop fast traveling and a dialogue box will appear, telling you who you're being attacked by. You will then be attacked by a group of hostile creatures. They are almost always [[Human]]s, [[Goblin]]s or [[Dwarves]] and their equipment varies widely from armour and iron melee weapons to clothing and bows. They will generally surround you and will not stop fighting until you are dead.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with ambushers is to attack each enemy until they suffer a bone [[Wound|fracture]]. This will almost always render them unconscious after a turn or two making them a non factor and prevents them running away. While they are down, focus on their friends. Archers are by far the biggest threat in an ambush as a bolt has a high chance of striking a bone and rendering you unconscious to be killed in short order. Bowmen and crossbowmen are green colored, so watch out for any green enemies and try to focus on them first if possible. If you are shot at, try to move behind a tree to hide from the archer until the arrows stop flying. Allow the melee attackers to come to you and slice them up as they come close enough. Beware of accidentally dodging into the tree, stunning yourself, or out of your cover If you succeed in killing them, you can then run away, keeping trees between you and the archer as much as possible or try to charge them to cut them down in melee. It is a good idea to carry a bow of some kind, even if you are a melee fighter so you can fire back at archers if necessary. All you need to do is nail one of his bones with a projectile and he will probably fall unconscious, ready to have his head sliced open.&lt;br /&gt;
&lt;br /&gt;
Once you have wiped out most of the attackers, feel free to kill crippled ones slowly, cutting or beating them up first to boost your skills. Make sure to check their inventory once they die, you might find some nice [[Equipment|armour]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
* [[Wealth]]&lt;br /&gt;
* [[Security design]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194264</id>
		<title>v0.34:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194264"/>
		<updated>2013-11-19T13:58:36Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:24, 2 July 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Goblin ambush.jpg|thumb|right|350px|A [[goblin]] ambush (read: prime [[goblinite]]) can result in dangerous amounts of [[fun]] if not spotted early - as here.]]&lt;br /&gt;
An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}}, typically [[goblin|goblins]], attempts a sneak attack on your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by relatively small populations.&lt;br /&gt;
&lt;br /&gt;
Ambushes are not announced immediately, and the attacking units are only revealed when your fortress becomes aware of the attackers, either when they set off a [[cage trap]] or come sufficiently close to a dwarf, [[caravan]] member, or [[pet]] (they ignore wildlife). Ambushes can also be discovered manually, but not spotted, if you happen upon on an invader [[corpse]] and some [[goblinite]] in one of your [[trap]]s. Once an ambush [[squad]] is detected, an ambush will generate a [[Announcement#Major announcement|major announcement]], the wording of which depends on the invader.&lt;br /&gt;
&lt;br /&gt;
Ambushes, just like [[siege]]s, nearly always happen at the end of a season, generally in the last 10-15 days of the season. Ambushes tend to arrive with [[caravan]]s but can happen any time. Note that goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately. If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers) without risk of a jailbreak, unlike goblin thieves. If you abandon your fortress while an ambush is active, you will receive the message &amp;quot;Your strength has been broken.&amp;quot; Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a [[bug]].&lt;br /&gt;
&lt;br /&gt;
== Types of ambushes ==&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
[[File:RT-Third Ambush 01.png|thumb|left|400px|A goblin ambush imparts some [[fun|!!FUN!!]] new lines in a player's [[announcement]]s screen.]]&lt;br /&gt;
[[Goblin]] ambushes are usually announced with the message &amp;quot;An ambush!  Curse them!&amp;quot;, though this is occasionally modified to &amp;quot;A human has sprung from ambush!&amp;quot; if a captured [[human]] leads the [[squad]] (human [[civilization]]s themselves do not send ambushes, only [[siege]]s). Goblin ambushes are attracted by relatively high amounts of wealth; beyond a certain threshold, the higher the wealth, the more attractive your fortress becomes as a goblin ambush target.&lt;br /&gt;
&lt;br /&gt;
Goblins usually enter the map with two to four squads, each of which must be detected separately. On the sliding scale of [[wealth]] attraction goblin ambushes lie squarely between [[thief|thieves]]/[[snatcher]]s and [[siege]]s, but are infinitely more annoying; snatchers are a mere nuisance and sieges can usually be dealt with, but you might not find an ambush until it's too late to prevent them from entering your fortress and slaughtering your populace (or staying outside of it and killing off your [[wood cutter]]s, or your [[plant gathering|plant gatherers]], or your [[meat industry|livestock]], or your [[fisherdwarf|fisherdwarvers]], or your [[ambusher]]s, or...). Dealing with the threat of a hidden ambush is an important element in [[military design]].&lt;br /&gt;
&lt;br /&gt;
It may be preferable to avoid goblin ambushes as much as possible by holding wealth down early on, and then creating a large number of high-value objects as possible in a short period of time on the way to &amp;quot;siege level&amp;quot; fortress wealth attraction. This reduces your exposure to ambushes, but means you have to deal with sieges off the bat instead.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
If you manage to sufficiently anger an [[Elf|elven]] civilization by offering their [[trade]]rs [[wood]]-based items or by killing them off entirely, you may front an elven ambush, announced with the message &amp;quot;An ambush! Curse all friends of nature!&amp;quot;. Elven ambushes are similar to goblin ones, except that non-ranged elven warriors are laughable fighters. Elven ambushes are also possible if your civilization is enemies with the elves, which occasionally happens.&lt;br /&gt;
&lt;br /&gt;
=== Necromancers ===&lt;br /&gt;
[[Necromancer]]s will also occassionally ambush your fortress, if you are in range of their [[tower]] and they opt out of a full-on [[siege]].  Necromancer ambushes consist of several necromancers, each one being detected individually; an early warning sign for a necromancer ambush is the presence of [[undead]] in non-evil [[biome|biomes]]. These ambushes are announced with &amp;quot;Intruders! Drive them away!&amp;quot;. The necromancers themselves are harmless, being regular old unarmed humanoids; however, very bad things will happen if they manage to find their way within sight of any left-over goblin sieges, [[corpse]] or [[refuse]] [[stockpile]]s, or (Armok forbid) last month's [[dragon]] invader. For this reason it is highly recommended that fortresses within sounding range of a tower internalize or [[atom smasher|atom smash]] all of their meat byproducts, and set [[standing orders]] to &amp;quot;gather refuse from outside&amp;quot; and clean up any meaty outdoor bits.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
[[Kobold]] ambushes are triggered by a long enough string of successful kobold thieveries, and are announced with the message &amp;quot;An ambush! Skulking Vermin!&amp;quot;. This usually only happens when kobold thieves manage to steal from an outdoor cache of some sort that your dwarves cannot access for some reason, possibly fallen [[goblinite]] from or during an ongoing siege. Kobold ambushes are mostly notable for being much more annoying than kobold thieves, and should not be allowed to occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Ambushes also occur often in Adventure Mode. They generally happens while fast traveling, you will suddenly stop fast traveling and a dialogue box will appear, telling you who you're being attacked by. You will then be attacked by a group of hostile creatures. They are almost always [[Human]]s, [[Goblin]]s or [[Dwarves]] and their equipment varies widely from armour and iron melee weapons to clothing and bows. They will generally surround you and will not stop fighting until you are dead.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with ambushers is to attack each enemy until they suffer a bone [[Wound|fracture]]. This will almost always render them unconscious after a turn or two making them a non factor and prevents them running away. While they are down, focus on their friends. Archers are by far the biggest threat in an ambush as a bolt has a high chance of striking a bone and rendering you unconscious to be killed in short order. Bowmen and crossbowmen are green colored, so watch out for any green enemies and try to focus on them first if possible. If you are shot at, try to move behind a tree to hide from the archer until the arrows stop flying. Allow the melee attackers to come to you and slice them up as they come close enough. Beware of accidentally dodging into the tree, stunning yourself, or out of your cover If you succeed in killing them, you can then run away, keeping trees between you and the archer as much as possible or try to charge them to cut them down in melee. It is a good idea to carry a bow of some kind, even if you are a melee fighter so you can fire back at archers if necessary. All you need to do is nail one of his bones with a projectile and he will probably fall unconscious, ready to have his head sliced open.&lt;br /&gt;
&lt;br /&gt;
Once you have wiped out most of the attackers, feel free to kill crippled ones slowly, cutting or beating them up first to boost your skills. Make sure to check their inventory once they die, you might find some nice [[armour]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
* [[Wealth]]&lt;br /&gt;
* [[Security design]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194263</id>
		<title>v0.34:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194263"/>
		<updated>2013-11-19T13:52:34Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:24, 2 July 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Goblin ambush.jpg|thumb|right|350px|A [[goblin]] ambush (read: prime [[goblinite]]) can result in dangerous amounts of [[fun]] if not spotted early - as here.]]&lt;br /&gt;
An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}}, typically [[goblin|goblins]], attempts a sneak attack on your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by relatively small populations.&lt;br /&gt;
&lt;br /&gt;
Ambushes are not announced immediately, and the attacking units are only revealed when your fortress becomes aware of the attackers, either when they set off a [[cage trap]] or come sufficiently close to a dwarf, [[caravan]] member, or [[pet]] (they ignore wildlife). Ambushes can also be discovered manually, but not spotted, if you happen upon on an invader [[corpse]] and some [[goblinite]] in one of your [[trap]]s. Once an ambush [[squad]] is detected, an ambush will generate a [[Announcement#Major announcement|major announcement]], the wording of which depends on the invader.&lt;br /&gt;
&lt;br /&gt;
Ambushes, just like [[siege]]s, nearly always happen at the end of a season, generally in the last 10-15 days of the season. Ambushes tend to arrive with [[caravan]]s but can happen any time. Note that goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately. If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers) without risk of a jailbreak, unlike goblin thieves. If you abandon your fortress while an ambush is active, you will receive the message &amp;quot;Your strength has been broken.&amp;quot; Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a [[bug]].&lt;br /&gt;
&lt;br /&gt;
== Types of ambushes ==&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
[[File:RT-Third Ambush 01.png|thumb|left|400px|A goblin ambush imparts some [[fun|!!FUN!!]] new lines in a player's [[announcement]]s screen.]]&lt;br /&gt;
[[Goblin]] ambushes are usually announced with the message &amp;quot;An ambush!  Curse them!&amp;quot;, though this is occasionally modified to &amp;quot;A human has sprung from ambush!&amp;quot; if a captured [[human]] leads the [[squad]] (human [[civilization]]s themselves do not send ambushes, only [[siege]]s). Goblin ambushes are attracted by relatively high amounts of wealth; beyond a certain threshold, the higher the wealth, the more attractive your fortress becomes as a goblin ambush target.&lt;br /&gt;
&lt;br /&gt;
Goblins usually enter the map with two to four squads, each of which must be detected separately. On the sliding scale of [[wealth]] attraction goblin ambushes lie squarely between [[thief|thieves]]/[[snatcher]]s and [[siege]]s, but are infinitely more annoying; snatchers are a mere nuisance and sieges can usually be dealt with, but you might not find an ambush until it's too late to prevent them from entering your fortress and slaughtering your populace (or staying outside of it and killing off your [[wood cutter]]s, or your [[plant gathering|plant gatherers]], or your [[meat industry|livestock]], or your [[fisherdwarf|fisherdwarvers]], or your [[ambusher]]s, or...). Dealing with the threat of a hidden ambush is an important element in [[military design]].&lt;br /&gt;
&lt;br /&gt;
It may be preferable to avoid goblin ambushes as much as possible by holding wealth down early on, and then creating a large number of high-value objects as possible in a short period of time on the way to &amp;quot;siege level&amp;quot; fortress wealth attraction. This reduces your exposure to ambushes, but means you have to deal with sieges off the bat instead.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
If you manage to sufficiently anger an [[Elf|elven]] civilization by offering their [[trade]]rs [[wood]]-based items or by killing them off entirely, you may front an elven ambush, announced with the message &amp;quot;An ambush! Curse all friends of nature!&amp;quot;. Elven ambushes are similar to goblin ones, except that non-ranged elven warriors are laughable fighters. Elven ambushes are also possible if your civilization is enemies with the elves, which occasionally happens.&lt;br /&gt;
&lt;br /&gt;
=== Necromancers ===&lt;br /&gt;
[[Necromancer]]s will also occassionally ambush your fortress, if you are in range of their [[tower]] and they opt out of a full-on [[siege]].  Necromancer ambushes consist of several necromancers, each one being detected individually; an early warning sign for a necromancer ambush is the presence of [[undead]] in non-evil [[biome|biomes]]. These ambushes are announced with &amp;quot;Intruders! Drive them away!&amp;quot;. The necromancers themselves are harmless, being regular old unarmed humanoids; however, very bad things will happen if they manage to find their way within sight of any left-over goblin sieges, [[corpse]] or [[refuse]] [[stockpile]]s, or (Armok forbid) last month's [[dragon]] invader. For this reason it is highly recommended that fortresses within sounding range of a tower internalize or [[atom smasher|atom smash]] all of their meat byproducts, and set [[standing orders]] to &amp;quot;gather refuse from outside&amp;quot; and clean up any meaty outdoor bits.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
[[Kobold]] ambushes are triggered by a long enough string of successful kobold thieveries, and are announced with the message &amp;quot;An ambush! Skulking Vermin!&amp;quot;. This usually only happens when kobold thieves manage to steal from an outdoor cache of some sort that your dwarves cannot access for some reason, possibly fallen [[goblinite]] from or during an ongoing siege. Kobold ambushes are mostly notable for being much more annoying than kobold thieves, and should not be allowed to occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Ambushes also occur often in Adventure Mode. They generally happens while fast traveling, you will suddenly stop fast traveling and a dialogue box will appear, telling you who you're being attacked by. You will then be attacked by a group of hostile creatures. They are almost always [[Human]]s, [[Goblin]]s or [[Dwarves]] and their equipment varies widely from armour and iron melee weapons to clothing and bows. They will generally surround you and will not stop fighting until you are dead.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with ambushers is to attack each enemy until they suffer a bone [injury|Wound]. This will almost always render them unconscious after a turn or two making them a non factor and prevents them running away. While they are down focus on their friends., archers are by far the biggest threat in an ambush as a bolt has a high chance of stirkigna bone and rendeign you unconcious to be killed in short order. Bowmen and crossbowmen are green colored so watch out for any green enemies and try to focus on then first if possible. If you are shot at try to move behind a tree until the arrows stop flying and allow the melee attackers to come to you. if you succeed in killing them you can then run away, keeping trees between you and the archer as much as possible or try to charge them to cut them down in melee. It is a good idea to carry a bow of some kind, even if you are a melee fighter so you can fire back at archers if necessary. All you need to do is nail one of his bones with a projectile and he will probably fall unconscious, ready to have his head sliced open.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
* [[Wealth]]&lt;br /&gt;
* [[Security design]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194262</id>
		<title>v0.34:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ambush&amp;diff=194262"/>
		<updated>2013-11-19T13:48:39Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: Added Adventure mode info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:24, 2 July 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Goblin ambush.jpg|thumb|right|350px|A [[goblin]] ambush (read: prime [[goblinite]]) can result in dangerous amounts of [[fun]] if not spotted early - as here.]]&lt;br /&gt;
An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}}, typically [[goblin|goblins]], attempts a sneak attack on your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by relatively small populations.&lt;br /&gt;
&lt;br /&gt;
Ambushes are not announced immediately, and the attacking units are only revealed when your fortress becomes aware of the attackers, either when they set off a [[cage trap]] or come sufficiently close to a dwarf, [[caravan]] member, or [[pet]] (they ignore wildlife). Ambushes can also be discovered manually, but not spotted, if you happen upon on an invader [[corpse]] and some [[goblinite]] in one of your [[trap]]s. Once an ambush [[squad]] is detected, an ambush will generate a [[Announcement#Major announcement|major announcement]], the wording of which depends on the invader.&lt;br /&gt;
&lt;br /&gt;
Ambushes, just like [[siege]]s, nearly always happen at the end of a season, generally in the last 10-15 days of the season. Ambushes tend to arrive with [[caravan]]s but can happen any time. Note that goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately. If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers) without risk of a jailbreak, unlike goblin thieves. If you abandon your fortress while an ambush is active, you will receive the message &amp;quot;Your strength has been broken.&amp;quot; Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a [[bug]].&lt;br /&gt;
&lt;br /&gt;
== Types of ambushes ==&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
[[File:RT-Third Ambush 01.png|thumb|left|400px|A goblin ambush imparts some [[fun|!!FUN!!]] new lines in a player's [[announcement]]s screen.]]&lt;br /&gt;
[[Goblin]] ambushes are usually announced with the message &amp;quot;An ambush!  Curse them!&amp;quot;, though this is occasionally modified to &amp;quot;A human has sprung from ambush!&amp;quot; if a captured [[human]] leads the [[squad]] (human [[civilization]]s themselves do not send ambushes, only [[siege]]s). Goblin ambushes are attracted by relatively high amounts of wealth; beyond a certain threshold, the higher the wealth, the more attractive your fortress becomes as a goblin ambush target.&lt;br /&gt;
&lt;br /&gt;
Goblins usually enter the map with two to four squads, each of which must be detected separately. On the sliding scale of [[wealth]] attraction goblin ambushes lie squarely between [[thief|thieves]]/[[snatcher]]s and [[siege]]s, but are infinitely more annoying; snatchers are a mere nuisance and sieges can usually be dealt with, but you might not find an ambush until it's too late to prevent them from entering your fortress and slaughtering your populace (or staying outside of it and killing off your [[wood cutter]]s, or your [[plant gathering|plant gatherers]], or your [[meat industry|livestock]], or your [[fisherdwarf|fisherdwarvers]], or your [[ambusher]]s, or...). Dealing with the threat of a hidden ambush is an important element in [[military design]].&lt;br /&gt;
&lt;br /&gt;
It may be preferable to avoid goblin ambushes as much as possible by holding wealth down early on, and then creating a large number of high-value objects as possible in a short period of time on the way to &amp;quot;siege level&amp;quot; fortress wealth attraction. This reduces your exposure to ambushes, but means you have to deal with sieges off the bat instead.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
If you manage to sufficiently anger an [[Elf|elven]] civilization by offering their [[trade]]rs [[wood]]-based items or by killing them off entirely, you may front an elven ambush, announced with the message &amp;quot;An ambush! Curse all friends of nature!&amp;quot;. Elven ambushes are similar to goblin ones, except that non-ranged elven warriors are laughable fighters. Elven ambushes are also possible if your civilization is enemies with the elves, which occasionally happens.&lt;br /&gt;
&lt;br /&gt;
=== Necromancers ===&lt;br /&gt;
[[Necromancer]]s will also occassionally ambush your fortress, if you are in range of their [[tower]] and they opt out of a full-on [[siege]].  Necromancer ambushes consist of several necromancers, each one being detected individually; an early warning sign for a necromancer ambush is the presence of [[undead]] in non-evil [[biome|biomes]]. These ambushes are announced with &amp;quot;Intruders! Drive them away!&amp;quot;. The necromancers themselves are harmless, being regular old unarmed humanoids; however, very bad things will happen if they manage to find their way within sight of any left-over goblin sieges, [[corpse]] or [[refuse]] [[stockpile]]s, or (Armok forbid) last month's [[dragon]] invader. For this reason it is highly recommended that fortresses within sounding range of a tower internalize or [[atom smasher|atom smash]] all of their meat byproducts, and set [[standing orders]] to &amp;quot;gather refuse from outside&amp;quot; and clean up any meaty outdoor bits.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
[[Kobold]] ambushes are triggered by a long enough string of successful kobold thieveries, and are announced with the message &amp;quot;An ambush! Skulking Vermin!&amp;quot;. This usually only happens when kobold thieves manage to steal from an outdoor cache of some sort that your dwarves cannot access for some reason, possibly fallen [[goblinite]] from or during an ongoing siege. Kobold ambushes are mostly notable for being much more annoying than kobold thieves, and should not be allowed to occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Ambushes also occur often in Adventure Mode. They generally happens while fast traveling, you will suddenly stop fast traveling and a dialogue box will appear, telling you who you're being attacked by. You will then be attacked by a group of hostile creatures. They are almost always [[Humans]], [[Goblins]] or [[Dwarves]] and their equipment varies widely from armour and iron melee weapons to clothing and bows. They will generally surround you and will not stop fighting until you are dead.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with ambushers is to attack each enemy until they suffer a bone injury. This will almost always render them unconscious after a turn or two making them a non factor and prevents them running away. While they are down focus on their friends., archers are by far the biggest threat in an ambush as a bolt has a high chance of stirkigna bone and rendeign you unconcious to be killed in short order. Bowmen and crossbowmen are green colored so watch out for any green enemies and try to focus on then first if possible. If you are shot at try to move behind a tree until the arrows stop flying and allow the melee attackers to come to you. if you succeed in killing them you can then run away, keeping trees between you and the archer as much as possible or try to charge them to cut them down in melee. It is a good idea to carry a bow of some kind, even if you are a melee fighter so you can fire back at archers if necessary. All you need to do is nail one of his bones with a projectile and he will probably fall unconscious, ready to have his head sliced open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
* [[Wealth]]&lt;br /&gt;
* [[Security design]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ammunition&amp;diff=193815</id>
		<title>v0.34:Ammunition</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ammunition&amp;diff=193815"/>
		<updated>2013-10-30T19:14:13Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* Effectiveness */  added info about blowguns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:31, 8 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''{{for/see|ammunition used with siege engines|[[Siege engine]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ammunition''' is the collective term for projectiles that can be fired from ranged [[weapon]]s such as crossbows and blowguns. Ammunition is stored in ammunition [[stockpile]]s and carried in [[quiver]]s. Ammunition may also refer to the [[stone]]s and [[ballista]] arrows fired from siege engines; for more information about these weapons, see the [[siege engine]] article.&lt;br /&gt;
&lt;br /&gt;
Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress.&lt;br /&gt;
 &lt;br /&gt;
All ammunition has &amp;quot;EDGE&amp;quot; [[attack types]]; this means that sharper [[metal]] or other sharp [[material]]s are better for ammunition purposes. As projectiles, however, ammunition is also affected by the density of the material and the volume of the individual arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
When dwarves with [[bolt]]s or [[arrow]]s stuck in their bodies are treated in a [[hospital]], the removed ammunition will be left in their beds.&lt;br /&gt;
&lt;br /&gt;
==Ammunition table==&lt;br /&gt;
&lt;br /&gt;
There are three types of ammunition in Dwarf Fortress: bolts, arrows, and blowdarts, each fired from a different weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Weapon Used&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Craftable&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]]&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| [[Crossbow]]&lt;br /&gt;
| Crossbowman&lt;br /&gt;
| Yes ([[Weaponsmith|metal]], [[Wood crafter|wood]], [[Bone carver|bone]])&lt;br /&gt;
| [[Dwarf]], [[Goblin]], [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]]&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| [[Bow]]&lt;br /&gt;
| Bowman&lt;br /&gt;
| No&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]]&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 50&lt;br /&gt;
| [[Blowgun]]&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| No&lt;br /&gt;
| [[Animal people]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Effectiveness ==&lt;br /&gt;
Projectiles made of different [[material]]s have different levels of effectiveness, depending on the situation. Likely factors in this are the [[weight]] of the ammunition and the [[material science|physical properties of the material]] in combat. The type of ammunition and the weapon used to fire the ammunition may also have an effect on the potential damage possible.&lt;br /&gt;
&lt;br /&gt;
In practice, almost all metal bolts perform well, though there is some advantage in using a bolt of a &amp;quot;better&amp;quot; weapon material than the opponent's [[armor]] (quicker lethality), and some advantage in using a bolt with a higher density (faster incapacitation). The forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors] has a comprehensive comparison and discussion.&lt;br /&gt;
&lt;br /&gt;
Blowgun darts are noticeably less effective than bolts or arrows. This is due to them having a light weight and a small size compared to other ammo types. They almost never manage to pierce armor and are stopped even by clothing, unless the darts are made of metal.&lt;br /&gt;
&lt;br /&gt;
Subterranean animal tribes, the main users of blowguns do not have access to metal, so you will never see non-wooden blowdarts normally.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Crossbows can regularly pierce even adamantine armor with wooden bolts. Copper and other low-grade metals can do so virtually every time.{{bug|5516}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Feather_tree&amp;diff=193813</id>
		<title>v0.34:Feather tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Feather_tree&amp;diff=193813"/>
		<updated>2013-10-30T19:07:40Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 8 August 2010 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''feather tree''' is a special [[tree]] that grows only in [[Surroundings#Good|good]] aligned areas. Unlike other [[above ground]] trees, it yields cream colored logs when cut down.&lt;br /&gt;
&lt;br /&gt;
It is also the lightest wood in the game, so it should be used for things that get hauled around very frequently, as as [[bin]]s, [[barrel]]s and [[bucket]]s. This increases dwarf speed as they carry these items since they are carrying less weight. &lt;br /&gt;
&lt;br /&gt;
Featherwood is extremely useless for [[ammunition]]. Crossbow and ballista bolts will simply glance off enemies due to them weighing almost nothing.&lt;br /&gt;
&lt;br /&gt;
It is often recommended to make featherwood crossbows for the [[fortress guard]]. Guards will shoot at goblins with the same efficiency they would with [[metal]] ones, but they will bash criminals with the butt of their feather-light weapons, rendering [[justice]]-administered beatings significantly less lethal.&lt;br /&gt;
&lt;br /&gt;
Beware the [[unicorn]]s that roam around it, or simply import it from [[Elf|Elven]] [[trade|caravans]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Feather_tree&amp;diff=193811</id>
		<title>v0.34:Feather tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Feather_tree&amp;diff=193811"/>
		<updated>2013-10-30T19:07:07Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: added info about what to make with Featherwood and tweaked wording..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 8 August 2010 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''feather tree''' is a special [[tree]] that grows only in [[Surroundings#Good|good]] aligned areas. Unlike other [[above ground]] trees, it yields cream colored logs when cut down.&lt;br /&gt;
&lt;br /&gt;
It is also the lightest wood in the game, so it should be used for things that get hauled around very frequently, as as [[bin]]s, [[barrel]]s and [[bucket]]s. This increases dwarf speed as they carry these items since they are carrying less weight. &lt;br /&gt;
&lt;br /&gt;
Featherwood is extremely useless for[[ammunition]]. Crossbow and ballista bolts will simply glance off enemies due to them weighing almost nothing.&lt;br /&gt;
&lt;br /&gt;
It is often recommended to make featherwood crossbows for the [[fortress guard]]. Guards will shoot at goblins with the same efficiency they would with [[metal]] ones, but they will bash criminals with the butt of their feather-light weapons, rendering [[justice]]-administered beatings significantly less lethal.&lt;br /&gt;
&lt;br /&gt;
Beware the [[unicorn]]s that roam around it, or simply import it from [[Elf|Elven]] [[trade|caravans]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Feather_tree&amp;diff=193809</id>
		<title>v0.34:Feather tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Feather_tree&amp;diff=193809"/>
		<updated>2013-10-30T19:04:27Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 8 August 2010 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''feather tree''' is a special [[tree]] that grows only in [[Surroundings#Good|good]] aligned areas. Unlike other [[above ground]] trees, it yields cream colored logs when cut down.&lt;br /&gt;
&lt;br /&gt;
It is also the lightest wood in the game, so it should be used for things that get hauled around very frequently, as as bins, barrels and [[bucket]]s. this increases dwarf speed as they are carrying less weight. Featherwood is extremely useless for siege engine [[ammunition]].&lt;br /&gt;
It is often recommended to make featherwood crossbows for the [[fortress guard]]. Guards will shoot at goblins with the same efficiency they would with [[metal]] ones, but they will bash criminals with the butt of their feather-light weapons, rendering [[justice]]-administered beatings significantly less lethal.&lt;br /&gt;
&lt;br /&gt;
Beware the [[unicorn]]s that roam around it, or simply import it from [[Elf|Elven]] [[trade|caravans]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tree&amp;diff=193808</id>
		<title>v0.34:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tree&amp;diff=193808"/>
		<updated>2013-10-30T19:02:14Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:10, 26 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
[[File:Cavern.png|thumb|right|350px|Trees are generally present in the [[caverns]] regardless of above-ground conditions, an important feature in a [[desert]] biome.]]&lt;br /&gt;
'''Trees''' are a [[tile]] feature that can be found aboveground on all but the most arid or most mountainous of maps, and below ground in the [[caverns]]. The local variety of tree growth depends on biome and location, and what trees are native to those those conditions are a number of different species in the game. For example tropical areas often have palm trees, while colder areas feature Pines. [[nether-cap]] is an exception. It naturally exists at near freezing temperatures due to it having a very low internal temperature. This means it isn't affected in the slightest by climate and will grow anywhere underground. The only variation between the different species is in the weight and color  of their wood.&lt;br /&gt;
&lt;br /&gt;
Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as wella s heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all trees have the same intrinsic value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
Viewed on their same [[z-level]], many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}. Some share the same symbol, but since the differences are only in preferences, this is not a significant problem (see table below for symbol pairings). For most purposes, a tree is a tree. Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured [[block]]s floating in the air. Deciduous trees will change colour to red or yellow in [[autumn]] ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in [[winter]] ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag). This does not affect their usefulness, and they may be cut down for wood regardless of season.&lt;br /&gt;
&lt;br /&gt;
[[Woodcutter|Chopping down]] trees yields [[wood]] (obviously), one of the game's most important resources. Without wood it is not possible to build [[bed]]s, generate or transfer [[power]], create [[ash]], or power [[furnace]]s without [[magma]] (unless [[coal]] is available), and since wood is easily craftable many items become more difficult to craft. Thus a lack of trees can be an important deterministic factor in fortress development, as without a ready source of wood the player will be forced to rely on [[caravan]]s for wood item production and possibly [[magma]] for metal-forging (that being said, it is not impossible to circumvent). The density of growth on the embark site is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc. The tree density of the biome does not change as there are no climate shifts during game play, but heavy woodcutting activity will eventually strip any [[forest]] bare. Trees are currently not a source of food or other material, so it is not possible to harvest mangoes, maple syrup, nuts, rubber, etc {{version|0.34.11}}&lt;br /&gt;
&lt;br /&gt;
Trees are a type of [[map tile]] and as such will form a solid barrier to movement, preventing [[channel]]ing or the the creation of [[wall]]s and other [[construction]]s on their tile. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first. Trees do not form a floor on the level above them (creatures cannot walk &amp;quot;on top of&amp;quot; trees), though both creatures and items can get stuck on top of trees if they manage to be thrown there. Currently there is no way to get down from the top of a tree in [[Adventure mode]].&lt;br /&gt;
&lt;br /&gt;
[[File:Many miners extend tree farm.png|thumb|left|350px|Extensions being made to a in-hill tree farm.]]&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Growth from a sapling to a tree takes exactly 3 years. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot;; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]] subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Acacia]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Alder]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Ash (tree)|Ash]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.600|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Birch]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.650|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Black-cap]]|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Blood thorn]]|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1.250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cacao tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Candlenut]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.140|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cedar]]|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.570|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Chestnut]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.430|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Feather tree]]|tile={{tile|♣|7:1}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Fungiwood]]|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Glumprong]]|tile={{tile|┤|5:0}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Goblin-cap]]|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Highwood]]|tile={{tile|¶|2:0}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Kapok]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.260|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Larch]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mango tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.520|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mahogany]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Maple]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.540|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mangrove]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.830|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Nether-cap]]|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Oak]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Palm]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.680|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Pine]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.510|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Rubber tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.490|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Saguaro]]|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.430|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Spore tree]]|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tower-cap]]|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tunnel tube]]|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Willow]]|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.390|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Any adventurer landing on top of a tree will be trapped and unable to escape {{Bug|0000521}}&lt;br /&gt;
&lt;br /&gt;
*If any [[item]]s are stuck on top of a tree, [[construct]]ing a [[floor]] in that tile will remove the items from the game (like a small-scale, manual [[atom smasher|atom smashing]]).&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave_blob&amp;diff=193778</id>
		<title>v0.34:Cave blob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave_blob&amp;diff=193778"/>
		<updated>2013-10-29T06:35:04Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: Removed cave floater info I accidently put here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:11, 30 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''Cave blob''' is a single body/cell organism found in only the deepest [[cavern]]s.&lt;br /&gt;
&lt;br /&gt;
Cave blobs lack any kind of internal organs and instead are filled with Cave blob gas. Any attack that &amp;quot;breaks away&amp;quot; part of this gas will usually kill them, as will any attack that tears or pierces their skin. Blobs need neither of these parts to live however and they can survive with no internal gas and a totally torn apart body if they are lucky. What truly decides if they die or not is a mystery.&lt;br /&gt;
&lt;br /&gt;
Harmless as they may be, it is still ill-advised to disturb them. Exposure to their secretions or contents is capable of causing mild, short-term [[Syndrome|harm]] in the form of painful blisters. &lt;br /&gt;
&lt;br /&gt;
The only products gained by the butchering of a cave blob are a skin for your [[leatherworker]]s and a few pools of Cave blob fluid. This fluid can be drunk in [[Adventure mode]] to satiate thirst.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes when a cave blob is killed it will not leave a  corpse, just a smear of cave blob fluid. These smears can be drunk.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave_floater&amp;diff=193777</id>
		<title>v0.34:Cave floater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave_floater&amp;diff=193777"/>
		<updated>2013-10-29T06:12:55Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:52, 1 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cave floaters''' are small floating creatures full of gas that supposedly causes a [[syndrome]] found in the deepest [[cavern]]s. The good news is said syndrome won't kill your dwarves. The bad news is it's nearly impossible to avoid contamination as it's an inhaled projectile weapon. It isn't typically necessary to fight these creatures, but if you must you'll want to shoot it from afar.&lt;br /&gt;
&lt;br /&gt;
Cave Floaters cannot attack normally expect for their default [[push]] attack Instead, they launch a stream of steaming cave floater gas juice at attackers. This juice, despite being described as hot doesn't seem to cause burns or indeed do much of anything. an unarmored elf took no damage from being squirted by about 20 floaters.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill a cave floater without puncturing it, take care NOT to butcher the corpse, as it will detonate the gas right there in the butcher's shop. It's not generally worth it anyways, as the only thing produced will be a single cave floater skin (which will turn into '''more''' poisonous gas the instant you attempt to tan it{{bug|1448}}).&lt;br /&gt;
&lt;br /&gt;
Cave Floaters can not be kept as pets without [[modding]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_moth&amp;diff=193775</id>
		<title>v0.34:Giant moth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_moth&amp;diff=193775"/>
		<updated>2013-10-29T00:14:19Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:43, 24 October 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|fat=17&lt;br /&gt;
|intestine=8&lt;br /&gt;
|heart=1&lt;br /&gt;
|brain=2&lt;br /&gt;
|meat=42&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Despite differences in real life, in Dwarf Fortress the '''giant moth''' is physically exactly like a [[giant thrips]]. It too lacks any atatcks besides [[push|pushing]]. It has the same size, same bodyparts, same wrestling ability, same flying tag and same wings. These giant variations are even more similar to each other than their normal-sized types are; normal [[moth]]s are significantly faster than normal [[thrips]], but the giant varieties have the same speed.&lt;br /&gt;
&lt;br /&gt;
Even though it is quite fast, it is still not much of a threat. It is good for food and marksdwarf training, but not much else. They are also very short-lived, like all of the other giant insects.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave_blob&amp;diff=193774</id>
		<title>v0.34:Cave blob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave_blob&amp;diff=193774"/>
		<updated>2013-10-29T00:13:48Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:11, 30 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''Cave blob''' is a single body/cell organism found in only the deepest [[cavern]]s.&lt;br /&gt;
&lt;br /&gt;
Cave blobs are unique in that they cannot attack at all, not even the default [[push]] attack. Instead, they launch a stream of steaming cave blob juice at attackers. This juice, despite being hot doesn't seem to cause burns or indeed do much of anything.&lt;br /&gt;
&lt;br /&gt;
Cave blobs lack any kind of internal organs and instead are filled with Cave blob gas. Any attack that &amp;quot;breaks away&amp;quot; part of this gas will usually kill them, as will any attack that tears or pierces the pod, their outer covering. Nearly any non blunt attack should kill them easily.&lt;br /&gt;
&lt;br /&gt;
Harmless as they may be, it is still ill-advised to disturb them. Exposure to their secretions or contents is capable of causing mild, short-term [[Syndrome|harm]] in the form of painful blisters. &lt;br /&gt;
&lt;br /&gt;
The only products gained by the butchering of a cave blob are a skin for your [[leatherworker]]s and [[syndrome|blisters]] for your butcher. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=193773</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=193773"/>
		<updated>2013-10-29T00:11:48Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* New Push Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;usermessage plainlinks&amp;quot; style=&amp;quot;background-color:#dfc; {{border radius|5px}} border-color:#ac9&amp;quot;&amp;gt;&lt;br /&gt;
If you want to start a new topic, [{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=new&amp;amp;preloadtitle={{urlencode:(Title here)}}&amp;amp;preload={{urlencode:User:Lethosor/message here}}}} click here]. I'll usually reply here, so {{action|watch|User talk:Lethosor|adding this page to your watchlist}} will make it easier to check for replies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;
&lt;br /&gt;
==Templates==&lt;br /&gt;
Nice work on the rounded box templates! --[[User:Briess|Briess]] 08:07, 11 February 2013 (UTC)&lt;br /&gt;
:Thanks, I guess I had a little too much time on my hands. Does the formatting look ok? I think I screwed it up once or twice, but the main page looks all right now. --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 13:13, 11 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
I like your solution to the creature variation problem. It's much simpler than what I had in mind, and, at least for the current batch of creatures, works quite well. Great job! --[[User:Loci|Loci]] 20:41, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicated History ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I noted that as well and decided it wasn't actually a major enough issue worth redoing everything I was doing to the database (since it already took almost 7 hours of lock time :(.   If there are other issues, I can revert back, but I'll want to do it before tonightish, so we don't loose a lot of data. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:34, 13 April 2013 (UTC)&lt;br /&gt;
: And then I changed my mind and reverted.  Thanks for letting me know. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:41, 13 April 2013 (UTC)&lt;br /&gt;
::And now I just realized I should have just nuked the caches to fix the problem.  Oh well.  I'll re-try the upgrade later :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:44, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I rolled back the database maintenance / upgrade because of the issue you pointed out. Thanks for alerting me :) -- [[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
As to what just happened: cache collision &amp;gt;.&amp;gt; -  Should be fixed now, sorry . --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:49, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I thought I was commenting on the wrong page for a second there. Looks good now :) --{{User:Lethosor/sig}} 01:53, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rater ==&lt;br /&gt;
&lt;br /&gt;
Left a note at [[User_talk:Lethosor/rater.js]] for you :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 07:06, 14 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill tree for DF masterwork ==&lt;br /&gt;
&lt;br /&gt;
What do you think about adding a new skill tree for the new skills? Could be usefull...  [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 21:37, 5 May 2013 (UTC)&lt;br /&gt;
:You mean like {{nocats|{{DF2012 skills}}}}? --{{User:Lethosor/sig}} 20:06, 8 May 2013 (UTC)&lt;br /&gt;
:: Yes, I think it could be usefull. [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 11:28, 9 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flying Spawn Mechanics (RedReign) ==&lt;br /&gt;
&lt;br /&gt;
Hi, Lethosor,&lt;br /&gt;
&lt;br /&gt;
It appears you made a small modification to what I recently wrote on the DF2012:Flying page. You wrote that it only affects underground creatures, not surface fliers.&lt;br /&gt;
&lt;br /&gt;
However, after doing some !science!, I have discovered that above-ground flying creatures DO, in fact, stop spawning if I wall off every edge tile at every possible z-level above ground.&lt;br /&gt;
&lt;br /&gt;
Obviously there is a conflict with the information we have. I'd like to resolve this, since I spent a lot of time and effort recently working on a project similar to those at Oceanshoots on the forums. I mean this with utmost sincerity - if you are certain that you have only seen the walling-off method to affect underground fliers, perhaps we can find what was different between our experiences, and why we were getting different results. :)&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
RedReign {{sign|RedReign}}&lt;br /&gt;
&lt;br /&gt;
:Ah, I didn't realize you meant using bridges instead of walls (walls can't be built within 5 tiles of the map edge above ground, but will work underground). You're correct, drawbridges will keep creatures from spawning above ground. Sorry about the confusion there.  --{{User:Lethosor/sig}} 13:47, 11 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thanks for help! ==&lt;br /&gt;
&lt;br /&gt;
Cool, Thanks for the tip on deleting pages! [[User:Smakemupagus|Smakemupagus]] ([[User talk:Smakemupagus|talk]]) 20:10, 13 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template use in german translated Wiki ==&lt;br /&gt;
&lt;br /&gt;
Nice Template the {{tl|av}} I would like to adope it for the german wiki but I am not sure if I have something to change, I hate to change existing Templates on my own. and a complete list of widly used templates that need copy for similar look of translated articles would be nice to. Thanks in advance.&lt;br /&gt;
:Most templates on this wiki should work on other wikis. For {{tl|av}} to work, you (or an admin) need to add [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces/de namespaces] to your wiki (&amp;lt;code&amp;gt;DF2012&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;v0.31&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;40d&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;23a&amp;lt;/code&amp;gt; are the names we use, but you can change those on your wiki). I can help out with some extra templates if you want, but I'd need an account. --{{User:Lethosor/sig}} 19:12, 18 May 2013 (UTC)&lt;br /&gt;
::I will redict your request (may be we sould make it more accessible for poeple will to help), a reqest for for adding the missing namespaces in youre wiki is done, but pending. i have manage to get some templates to work (I realy hate complex wiki templates, so much space for mistakes) but a whole bunch is missing atm. also I not sure If I could replace all masterwork - tattered wich their Meisterwerk - abgenutzt counterparts without breaking some/all template that rely on that. [[Special:Contributions/79.206.195.135|79.206.195.135]] 08:22, 19 May 2013 (UTC)&lt;br /&gt;
::: You have an account now, nick is same, but i haven't to tell your temp passphrase yet. [[Special:Contributions/79.206.195.135|79.206.195.135]] 08:54, 19 May 2013 (UTC)&lt;br /&gt;
:::: I havn't find a way to give you your temp passphrase for german wiki, are you avaible via eMail or Teamspeak (can't use skype not safe any longer). [[Special:Contributions/79.242.128.219|79.242.128.219]] 12:18, 20 May 2013 (UTC)&lt;br /&gt;
::::: I guess you could [http://www.bay12forums.com/smf/index.php?action=pm;sa=send;u=85402 send me a message] on the forums, if you have an account there.&amp;lt;br&amp;gt;By the way, I'm not very good at German, but I can try helping out with the templates anyway :) --{{User:Lethosor/sig}} 19:57, 20 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AV / Masterwork color scheme ==&lt;br /&gt;
&lt;br /&gt;
Would you consider adding a unique color scheme to the ArticleVersion template for articles in the Masterwork namespace? Currently they share the same light green color scheme as articles the DF2012 namespace, but I think it would be beneficial to distinguish them visually with their own color scheme. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 28 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What color were you thinking of? I was thinking of purple (it's the only scheme I haven't used yet from [[Template:Quality]]), but I'm open to suggestions. --[[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;]]) 23:39, 28 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I was originally thinking light yellow, but a light purple should work fine. It probably shouldn't be quite as dark as the &amp;quot;Superior&amp;quot; background (the AV box is rather larger, and a dark color could prove overbearing), but bump it towards white a bit and it'd fit with the other colors. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 29 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table id=&amp;quot;testtable&amp;quot; style=&amp;quot;text-align: center; margin: 0 auto; padding: 0.25em; {{border radius|3px}}; border: 2px solid #b8f; background: #e4ccff; min-width:27em&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;This article is about a '''[[Main:mod|mod]]'''.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;color: e4ccff&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table id=&amp;quot;testtable2&amp;quot; style=&amp;quot;text-align: center; margin: 0 auto; padding: 0.25em; {{border radius|3px}}; border: 2px solid #b8f; background: #f5e5ff; min-width:27em&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;This article is about a '''[[Main:mod|mod]]'''.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;color: f5e5ff&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table id=&amp;quot;testtable3&amp;quot; style=&amp;quot;text-align: center; margin: 0 auto; padding: 0.25em; {{border radius|3px}}; border: 2px solid #db8; background: #fff5ee; min-width:27em&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;This article is about an '''older version''' of DF.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;color: fff5ee&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table id=&amp;quot;testtable4&amp;quot; style=&amp;quot;text-align: center; margin: 0 auto; padding: 0.25em; {{border radius|3px}}; border: 2px solid #bd8; background: #f5ffee; min-width:27em&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;This article is about the current version of DF.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;color: f5ffee&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::This should be implemented now. Feel free to tweak some of the colors if you want (the highlight color for the Masterwork link is a bit off). --[[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;]]) 20:16, 29 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::::Looks good to me. Thanks! --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:39, 30 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I have no idea what I'm doing. ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the feedback! I have no idea what I'm doing. I've never gotten into editing wikis before and I don't even know if this will reach you correctly. --[[User:J. d&amp;amp;#39;Orc|J. d&amp;amp;#39;Orc]] ([[User talk:J. d&amp;amp;#39;Orc|talk]]) 19:04, 14 June 2013 (UTC)&lt;br /&gt;
:Masterwork mod: minimize number of leather types. Maximize number of parrot types. XP --[[User:J. d&amp;amp;#39;Orc|J. d&amp;amp;#39;Orc]] ([[User talk:J. d&amp;amp;#39;Orc|talk]]) 02:13, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I saw your recent edits to the Masterwork creature pages to move &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; after the sidebar. I've incorporated the change into the chunk of text that I blindly copy and paste to make new creature pages. --[[User:J. d&amp;amp;#39;Orc|J. d&amp;amp;#39;Orc]] ([[User talk:J. d&amp;amp;#39;Orc|talk]]) 19:28, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New template for the Creature page tables ==&lt;br /&gt;
&lt;br /&gt;
I've made a new template that pulls all the creature information from the raws for inclusion into those creature tables. Let me know what you think: [[Template:Creature_row]] --[[User:Cdombroski|Cdombroski]] ([[User talk:Cdombroski|talk]]) 18:42, 10 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, because of the number of creatures in the game, dynamically compiling the creature tables will hammer the server with hundreds of requests to generate the page. I suspect this is something that is better precompiled by editors, even though it means slightly more maintenance. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:08, 10 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[wikipedia:mw:help:subst|Substituting]] the templates might be a workable alternative, although generating the wiki markup to do so would still take some work:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{subst:creature row|name=Dwarf|namespace=DF2012}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row&lt;br /&gt;
|symbol={{char|{{tagvalue|{{DF2012:Dwarf/raw}}|CREATURE_TILE}}}}|&lt;br /&gt;
|color={{tagvalue|{{DF2012:Dwarf/raw}}|COLOR}}&lt;br /&gt;
|name=[[DF2012:Dwarf|Dwarf]]&lt;br /&gt;
|hostile={{#if: {{tag|{{DF2012:Dwarf/raw}}|PRONE_TO_RAGE}}|Yes|{{#if: {{tag|{{DF2012:Dwarf/raw}}|LARGE_PREDATOR}}|Yes|{{#if: {{tag|{{DF2012:Dwarf/raw}}|BENIGN}}|No|Variable}}}}}}&lt;br /&gt;
|food={{#ifexpr:{{#if:{{tag|{{DF2012:Dwarf/raw}}|INTELLIGENT}}|1|0}} or {{#if:{{tag|{{DF2012:Dwarf/raw}}|CAN_LEARN}}|1|0}} or {{#if:{{tag|{{DF2012:Dwarf/raw}}|NOT_BUTCHERABLE}}|1|0}}|No|Yes}}&lt;br /&gt;
|size={{bodysize|{{DF2012:Dwarf/raw}}}}&lt;br /&gt;
|value={{#ifexpr:{{#if:{{tag|{{DF2012:Dwarf/raw}}|PET}}|1|0}} or {{#if:{{tag|{{DF2012:Dwarf/raw}}|PET_EXOTIC}}|1|0}}|{{tagvalue|{{DF2012:Dwarf/raw}}|PETVALUE}}|Not tameable}}&lt;br /&gt;
|biome={{#if:{{tag|{{DF2012:Dwarf/raw}}|BIOME}}|{{#eval:{{#df_foreachtag:{{DF2012:Dwarf/raw}}|BIOME|&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* {{#delay:BiomeToken|\2}}}}}}|&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* None}}&lt;br /&gt;
|note=}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
::(This would also require regenerating the creatures page manually whenever the template is updated.) --[[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;]]) 01:09, 22 July 2013 (UTC)&lt;br /&gt;
:::I hadn't thought to substitute it. I actually have the wikimarkup necessary ready on my hard drive - yes, I was crazy enough to try it, and it only too about twenty minutes too. Would have been ten if I had written a program to scrub the number values out, but I was lazy...gimmie a sec to upload it on my drive. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 04:39, 24 July 2013 (UTC)&lt;br /&gt;
:[https://docs.google.com/file/d/0B-vLigamtNE6S3lfRkhidk9MLVk/edit?usp=sharing Here you go]. I might do this myself tomorrow, actually. When I tried to serve it directly onto the wiki the page was understandably non-responsive past about fifteen of these entries (I didn't except the server to break ''that'' easily...). [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 04:46, 24 July 2013 (UTC)&lt;br /&gt;
::If we get the rest of this working it looks like HFS creatures should probably still be done by hand as they're not specific creatures but rather categories. --[[User:Cdombroski|Cdombroski]] ([[User talk:Cdombroski|talk]]) 12:59, 24 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== With a few modifications... ==&lt;br /&gt;
&lt;br /&gt;
...[[Template:Urist asks|I'm so using this]] :) [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 04:36, 24 July 2013 (UTC)&lt;br /&gt;
:Wow, I completely forgot about that. :) I think I fixed the problem with the misaligned &amp;quot;D&amp;quot;, so go ahead and use it if you want.  --[[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;]]) 12:10, 24 July 2013 (UTC)&lt;br /&gt;
== Bot test ==&lt;br /&gt;
Hello! --[[User:LethosorBot|&amp;lt;span style=&amp;quot;color:#f40;&amp;quot;&amp;gt;LethosorBot&amp;lt;/span&amp;gt;]] ([[User talk:LethosorBot|&amp;lt;span style=&amp;quot;color:#f62;&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]] | [[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;]]) 19:32, 28 July 2013 (UTC) (minor edit) (bot edit)&lt;br /&gt;
&lt;br /&gt;
== Editing the Masterwork buildings dropdown menu ==&lt;br /&gt;
&lt;br /&gt;
Hi there!&lt;br /&gt;
I'm quite new to the wiki editing scene and I don't know how to modify the dropdown menu which is at the ending of every article in the buildings section for MDF....&lt;br /&gt;
I'd like to ad the category &amp;quot;Vanilla&amp;quot; to the dropdown menu... Maybe you can help me,&lt;br /&gt;
Thanks in advance!!&lt;br /&gt;
 --[[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 23:04, 31 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a template &amp;amp;mdash; it's included in the article in the place of &amp;lt;nowiki&amp;gt;{{buildings}}&amp;lt;/nowiki&amp;gt;, which makes it easier to add the box to an article without copying and pasting the entire thing. Normally the template you'd edit would be located at [[Template:Buildings]], but this is a weird template that redirects to a different template based on the article's namespace. The actual template you'd need to edit is [[Template:Masterwork buildings]] &amp;amp;mdash; feel free to try adding links, and I'll help you fix them if it doesn't work. (Also, don't worry about creating a lot of new pages &amp;amp;mdash; I can get a bot to do that.) --[[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;]]) 00:03, 1 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you for your quick answer. I will try to complete the buildings section for MDf in the next few weeks... This will help me a lot. [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 21:27, 1 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page requests ==&lt;br /&gt;
&lt;br /&gt;
Regarding [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/Redirect&amp;amp;diff=191684&amp;amp;oldid=189271 this edit comment], perhaps some clarification or an example request is in order.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:38, 27 August 2013 (UTC)&lt;br /&gt;
:Darn. I know why that happened - I'd re-organized the pages to be displayed above the editing area (on a separate wiki), but only the templates imported correctly, and I forgot to re-import the other pages. -_- --[[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;]]) 19:49, 27 August 2013 (UTC)&lt;br /&gt;
::This should be resolved now. Thanks for bringing that to my attention. --[[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;]]) 20:06, 27 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== version switch ==&lt;br /&gt;
&lt;br /&gt;
Your bot seems to have wiped out a number of page differences in applying this update. Examples include:&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/index.php?title=Template:Buildings&amp;amp;diff=191742&amp;amp;oldid=190354 Buildings], where &amp;lt;nowiki&amp;gt;{{interwiki|{{FULLPAGENAME}}}}{{Category|Buildings}}&amp;lt;/nowiki&amp;gt; was removed&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/index.php?title=Template:Creatures&amp;amp;diff=191755&amp;amp;oldid=188283 Creatures], which had been updated to avoid template loops and pass in a categorization parameter&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/index.php?title=Template:Vermin&amp;amp;diff=191754&amp;amp;oldid=183964 Vermin], which had been similarly updated&lt;br /&gt;
&lt;br /&gt;
I suspect a number of the others also had &amp;quot;peculiarities&amp;quot; which were similarly discarded.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:36, 29 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for re-adding the category parameters &amp;amp;mdash; I only checked a couple of the templates, to make sure they were working, and I must have overlooked those. (I'll try to be more careful with my bot edits in the future.) I re-added {{tl|Interwiki}} to {{tl|Buildings}}, but I think {{&amp;lt;nowiki/&amp;gt;Category|Buildings}} should ideally go on the version-specific building templates (which is what {{tl|Masterwork buildings}} does), or possibly somewhere in {{tl|version switch}} (e.g. &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Category|{{ucfirst:{{{1}}}}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, which would eliminate the need to insert {{&amp;lt;nowiki/&amp;gt;Category}} into all of the navboxes).&amp;lt;br&amp;gt; By the way, what &amp;quot;template loops&amp;quot; are you referring to? I don't remember seeing any issues with vermin/creature pages (although they could have been cached when I checked). --[[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;]]) 21:36, 29 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::When calling any of the templates from mainspace (e.g. [[Boar]]), &amp;lt;nowiki&amp;gt;{{namespace}}&amp;lt;/nowiki&amp;gt; evaluates to nothing, so &amp;lt;nowiki&amp;gt;{{Creatures}}&amp;lt;/nowiki&amp;gt; expands to &amp;lt;nowiki&amp;gt;{{ {{namespace}} Creatures}}&amp;lt;/nowiki&amp;gt;, then evaluates to &amp;quot;&amp;lt;nowiki&amp;gt;{{ Creatures}}&amp;lt;/nowiki&amp;gt;&amp;quot;, repeating and causing a template loop.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:10, 30 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raw ripping ==&lt;br /&gt;
&lt;br /&gt;
Several questions about things I'd like to implement (check my [[User_talk:Asva|userpage]] for current progress):&lt;br /&gt;
* Don't those fancy scripts increase traffic cost and such?&lt;br /&gt;
* Bulk upload images for workshops, doable?&lt;br /&gt;
* I'm currently working on images-from-raws script. Is it possible to use actual graphic tiles?&lt;br /&gt;
* In perspective, script should take every possible information from raws. For workshops it would be: keybind, components, profession, size, reactions, maybe even input and output. Which as well opens the way for such a glorious implementations as: workshop of profession list, output/input to workshop list, workhop|keybind|components table etc. With less possible tedious editing required. Any thoughts on the matter? --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 12:45, 7 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: &amp;gt; Don't those fancy scripts increase traffic cost and such?&lt;br /&gt;
:They do increase the time it takes to generate pages, especially if they pull a lot of raws from the server. Fortunately, they're usually cached once they're generated, so it doesn't have too much of an impact on the server. However, you should avoid including extremely large raws - [[Masterwork:Golem]] is an example of this.&lt;br /&gt;
: &amp;gt; Bulk upload images for workshops, doable?&lt;br /&gt;
: It would be hard. There are some file upload extensions on MediaWiki, but nearly all of them are unstable. There's a PHP script that can accomplish this, if you have access to the server (which I don't). Also, there's the possibility that images might change, which would require re-uploading some of them.&lt;br /&gt;
: &amp;gt; I'm currently working on images-from-raws script. Is it possible to use actual graphic tiles?&lt;br /&gt;
: [[Tileset repository|Tilesets]] are much easier than [[graphics set]]s, since graphics sets require looking up information about each image. I've managed to make an extension that can display images with tilesets in-browser (with JavaScript), so that's definitely possible. Using the MDF tilesets would take more effort, since they use transparency, but it shouldn't be too hard (assuming I can figure out the composition algorithms).&lt;br /&gt;
: &amp;gt; In perspective, script should take every possible information from raws. For workshops it would be: keybind, components, profession, size, reactions, maybe even input and output. Which as well opens the way for such a glorious implementations as: workshop of profession list, output/input to workshop list, workhop|keybind|components table etc. With less possible tedious editing required. Any thoughts on the matter? &lt;br /&gt;
: This sounds like it would be really useful, but I haven't figured out a way to do it yet (wiki syntax is challenging, especially once you start nesting 20+ templates). It should be possible, though, as long as all of the information is in the raws somewhere (it's easiest if it's all in the same file, since DFRawFunctions only works with one file at a time).&lt;br /&gt;
: Actually, maybe something like this could be used to generate images for workshops, instead of uploading pictures of every one. It would be really nice to reduce the amount of template editing needed to supply basic information about workshops (and other types of pages, like [[iron]].)&lt;br /&gt;
: So, in summary, extracting more information from the raws is possible. It would be hard, especially once you try formatting it, but it's definitely possible.&lt;br /&gt;
: --[[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;]]) 14:27, 7 September 2013 (UTC)&lt;br /&gt;
{{line break|&lt;br /&gt;
&amp;gt; you should avoid including extremely large raws&lt;br /&gt;
Hm, that may be troublematic. In worst case it's possible to make shorter versions of raws.&lt;br /&gt;
&amp;gt; used to generate images for workshops&lt;br /&gt;
Currently working on that :P. Included [[Template:Tile]] and such in script to avoid long long nesty template chains. Function takes workshop TILE values, transforms them into UTF-8 code, and presents neatly. Shall add coloring in nearest future.--[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 14:48, 7 September 2013 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
* BTW, how do you make mediawiki show &amp;amp;#x263A -like unicode symbols?&lt;br /&gt;
::&amp;amp;#x263A; (&amp;amp;amp;#x263A;) works for me. Are you using a template? Some templates, like {{tl|diagram}}, process individual characters (&amp;amp;, #, ... ;) before the browser can process them as entities (&amp;amp;amp;#...;). --[[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;]]) 15:11, 7 September 2013 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Padding issue. With no way to insert line breaks from template, I get either [https://www.dropbox.com/s/5uwt4wr5chk5xje/screenshoot_00356.jpg this] or [https://www.dropbox.com/s/hemzqi0jghcwv2n/screenshoot_00357.jpg that]. Any way around you possibly know?&amp;lt;/s&amp;gt;&lt;br /&gt;
: Nevermind, did it by [https://www.dropbox.com/s/mgdy51k57r56bdb/screenshoot_00358.jpg xHTML]. Script is fully operational and ready for testing.&lt;br /&gt;
::Personally, I prefer using actual HTML tags (&amp;amp;lt;table&amp;gt;, &amp;amp;lt;td&amp;gt;, etc.) over MediaWiki tables for this reason, since they don't need newlines, but it looks like you got it working. Nice work! --[[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;]]) 15:15, 8 September 2013 (UTC)&lt;br /&gt;
* Here is another [https://dl.dropboxusercontent.com/u/57572806/Building%20%E2%80%94%20Asva.htm problem]. Table works fine in most cases. But when borders are missing (check incomplete building), the alignment messes up true location of tiles. Any helpful ideas, by chance? Here is the table config I use: &amp;amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size:150%; font-family: &amp;amp;#39;Courier New&amp;amp;#39;, &amp;amp;#39;Quicktype Mono&amp;amp;#39;, &amp;amp;#39;Bitstream Vera Sans Mono&amp;amp;#39;, &amp;amp;#39;Lucida Console&amp;amp;#39;, &amp;amp;#39;Lucida Sans Typewriter&amp;amp;#39;, monospace; font-weight:bold&amp;quot;&amp;gt;&lt;br /&gt;
::The source code (wikitext) would make it easier for me to test it on my own. From my experiences with {{tl|Diagram}}, though, it looks like each &amp;amp;lt;td&amp;gt; element requires some CSS as well. --[[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;]]) 23:36, 13 September 2013 (UTC)&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size:150%; font-family: &amp;amp;#39;Courier New&amp;amp;#39;, &amp;amp;#39;Quicktype Mono&amp;amp;#39;, &amp;amp;#39;Bitstream Vera Sans Mono&amp;amp;#39;, &amp;amp;#39;Lucida Console&amp;amp;#39;, &amp;amp;#39;Lucida Sans Typewriter&amp;amp;#39;, monospace; font-weight:bold&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#xf2;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#x2556;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #808000; background:#000000&amp;quot;&amp;gt;&amp;amp;#x258c;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/table&amp;gt;||&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size:150%; font-family: &amp;amp;#39;Courier New&amp;amp;#39;, &amp;amp;#39;Quicktype Mono&amp;amp;#39;, &amp;amp;#39;Bitstream Vera Sans Mono&amp;amp;#39;, &amp;amp;#39;Lucida Console&amp;amp;#39;, &amp;amp;#39;Lucida Sans Typewriter&amp;amp;#39;, monospace; font-weight:bold&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #808000; background:#000000&amp;quot;&amp;gt;&amp;amp;#x258c;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#x2552;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#x2556;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #808000; background:#000000&amp;quot;&amp;gt;&amp;amp;#x258c;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#xf2;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#x255a;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #808000; background:#000000&amp;quot;&amp;gt;&amp;amp;#x258c;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:::The source code is nothing but html... But oh, well.&lt;br /&gt;
:::I managed to fix those empty spaces. What I did is just exchanged tile &amp;quot;32&amp;quot; from conversion table with [http://www.cs.tut.fi/~jkorpela/HTML/emptycells.html no-break space] (&amp;amp;amp;#160;).&lt;br /&gt;
:::Though, I still can't fiqure the way to get rid of borders at top and bottom of tiles.&lt;br /&gt;
* On a different matter. Played a bit with tilesets. Seems, no javascript is required:&lt;br /&gt;
&lt;br /&gt;
Arrow:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-21px;left:-16px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Bush:&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#00CC00;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-32px;left:-32px&amp;quot;&amp;gt;[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Something:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-32px;left:-48px&amp;quot;&amp;gt;[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
2,3,1:&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#0000FF;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-53px;left:-32px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background:#FF0000;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-48px;left:-48px&amp;quot;&amp;gt;[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background:#00FF00;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-48px;left:-16px&amp;quot;&amp;gt;[[File:Phoebus 16x16.png|link=]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though the padding is a bit weird. Somewhy for &amp;quot;arrow&amp;quot; and &amp;quot;2&amp;quot; it is not dividable by 16. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 11:06, 14 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I'm almost done. Here's the [https://dl.dropboxusercontent.com/u/57572806/screenshoot_00364.jpg result]. And that's how it looks after I save the page [https://dl.dropboxusercontent.com/u/57572806/screenshoot_00365.jpg =.=]. Same syntax as before. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 14:28, 14 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wow, nice work. A few things I've noticed about the tiles, though - they don't seem to support non-square tilesets or different foreground colors. :( Personally, I'd prefer to use JavaScript for this (assuming I can get transparency to work) but the CSS works a lot better than I expected.&lt;br /&gt;
&lt;br /&gt;
(And by the way, the &amp;quot;Close&amp;quot; button at the bottom of the [https://github.com/quietust/DFRawFunctions/pull/3 pull request] is probably what you're looking for.) --[[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;]]) 17:44, 14 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; support non-square tilesets&lt;br /&gt;
&lt;br /&gt;
:Probably fixaeble. Non square big tiles can be squarified. That will make messy code even messier...&lt;br /&gt;
&lt;br /&gt;
:Foreground colors? You mean, for monochrome tilesets? I don't think supporting these would be of any merit. For workshop articles, ascii and graphic tiles are plenty. Only implementation - would be tricky option, allowing any user to chose his favorite tileset from list.&lt;br /&gt;
&lt;br /&gt;
:Surely, clean javascript would suit much better.&lt;br /&gt;
&lt;br /&gt;
:PS Thanks for github editing and supportive information. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 18:41, 14 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I was referring to the text color - for example, the background color of the numbers above (2,3,1) can easily be changed to red, green, and blue, but the colors of the numbers themselves are still white (I'm not even sure if it's possible to do this in CSS, although it could be). You're probably right about workshops not needing them, though.&lt;br /&gt;
::&amp;gt; allowing any user to chose his favorite tileset from list&lt;br /&gt;
::Definitely possible with an extension (could be added in [[Special:Preferences]] somewhere, for example), although it would require at least some JS to modify the CSS appropriately. --[[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;]]) 19:05, 14 September 2013 (UTC)&lt;br /&gt;
::: I'm talking about [[Graphics_set_repository|graphics sets]]. You can't possibly change color without turning them into monochrome+alpha. Which is weird and probably bothersome.&lt;br /&gt;
::: While for [[Tileset_repository|tilesets]] the idea is valid.&lt;br /&gt;
* While working on items I encountered tags like FIRE_BUILD_SAFE, NEEDS_MAGMA, WORTHLESS_STONE_ONLY. Don't you have an idea, how those can be put in workshop or item template without taking too much space?&lt;br /&gt;
* About huge tables (f.e. workshop | buildmat | tiled image | build profession). Is it possible to make them editable only by your bot? Like, simply update once new version arrives? Otherwise large tables may hurt server costs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
I remade the previous script a bit. Now it uses global array of objects. Which means, to get any output you'll have to (pseudocode warning):&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{load files}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{process files}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{output files}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Beforehead, I passed all data for every function just to avoid excessive file loading. Was hectic, hard to debug, hard to process.&lt;br /&gt;
As for now, stuff seems much brighter. For instance, I can make &amp;lt;nowiki&amp;gt;{{show me errors}}&amp;lt;/nowiki&amp;gt; wiki template without much ado.&lt;br /&gt;
&lt;br /&gt;
So, back to globals, is it a good idea (safety-wise)? Won't it break something?&lt;br /&gt;
&lt;br /&gt;
BTW, I decided on quietust's functionality. I'll left it intact. Won't touch a thing. I'll use only one parser template, which is &amp;lt;nowiki&amp;gt;{{#df:}}&amp;lt;/nowiki&amp;gt;. Approved, sir?--[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 19:18, 17 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ArticleVersion bug? ==&lt;br /&gt;
&lt;br /&gt;
The updated ArticleVersion template seems to believe [[Dwarf Fortress Italia]] is in the 40d namespace. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:48, 21 October 2013 (UTC)&lt;br /&gt;
:That's because there was a redirect created when I moved [[40d:Dwarf Fortress Italia]] to the main namespace. I don't know of any way to resolve redirects from a template, so I just removed {{#delay:av}} from the article altogether. --[[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;]]) 20:21, 21 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Push Page ==&lt;br /&gt;
&lt;br /&gt;
Hey man I wanted to create a page about the default &amp;quot;push&amp;quot; attack creatures have, as its not always clear what that attack is. I thought I'd put some concrete into about it and a list of creatures that use it by default. I made the page and added content, but I really have no idea what I'm doing such as how to add that version box for what version of DF its for how to add it to the df2012 namespace...whatever namespace is. And how to see a list of categories. Internal links to creatures also will not work. I thought creating a page would be easy, apparently not.&lt;br /&gt;
&lt;br /&gt;
Also is it ok to link to things like my Amazon Writing profile on my talk page? I just wanted to put something about me there and what I do.&lt;br /&gt;
&lt;br /&gt;
Thanks. Hope you're liking my edits.&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/Push&lt;br /&gt;
&lt;br /&gt;
:I took care of the namespace and link problems - you just add &amp;quot;DF2012:&amp;quot; to the beginning of the title to create a page in the DF2012 namespace. The link issue was a result of capitalization - MediaWiki treats the entire article title as case-sensitive except for the first letter.&lt;br /&gt;
:Anyway, putting up links to your other profiles on your user page is fine with me (as long as they're not super-promotional or inappropriate), and some other users have done things like that too. --[[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;]]) 20:14, 28 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Great, thanks for fixing it. I didn't realize it was that easy. and i didn't know about the case sensitive thing either I'll keep that in mind.&lt;br /&gt;
&lt;br /&gt;
And thank you I will then. I've done plenty of writing :) [[User:Proudnerd|Proudnerd]] ([[User talk:Proudnerd|talk]]) 00:11, 29 October 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Sponge_man&amp;diff=193772</id>
		<title>v0.34:Sponge man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Sponge_man&amp;diff=193772"/>
		<updated>2013-10-29T00:09:19Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: Corrected info. Sponge men do have blood.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:16, 31 March 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Sponge men, like [[giant sponge]]s, appear in savage bodies of water.  Unlike the [[sponge]] and its [[giant sponge|giant counterpart]], it has limbs and is mobile.  Its humanoid body makes it actually vulnerable to combat damage, Unlike other sponges, the Sponge man does have blood and can bleed to death like any other blood possessing creature and its sponge body is extremely weak to damage, far easier to cut than flesh. This means it will usually die very quickly from blood loss. Sponge men feel pain like their sponge relatives and will lose consciousness quickly if injured.&lt;br /&gt;
&lt;br /&gt;
===Creature behavior===&lt;br /&gt;
{{D for Dwarf}}Contrary to popular belief, these men do not live in aquatic fruit, do not work in undersea food establishments, or even have friendships among other water (or land) dwellers.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_sponge&amp;diff=193771</id>
		<title>v0.34:Giant sponge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_sponge&amp;diff=193771"/>
		<updated>2013-10-29T00:04:51Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:05, 12 April 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant sponges''' are larger versions of [[sponge]]s. They can be found in savage rivers, lakes and oceans, and are one of the most improbably [[fun]] new creatures of DF2012.&lt;br /&gt;
&lt;br /&gt;
Physically, giant sponges are blobs made of &amp;quot;sponge&amp;quot; tissue. Despite this harmless appearance, they have earned a reputation similar to that previously held by [[carp]], for they are much more dangerous than they look. If some hapless [[dwarf]] appears near their water, giant sponges may feel suddenly threatened and charge (!) the hapless dwarf and engage in combat. They may also become enraged or unconscious, as utterly improbable as that sounds.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Without a nervous system, the only thing it can feel is ANGER.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Giant sponges cannot be killed in normal combat.''' They are also the uncontested aquatic contestant for the DF2012 [[king of beasts]]. Any kind of edge attack will only tear the body at best, and blunt attacks make no damage at all. This is due to having just one body part, with no blood, no brain, and no way to cut the body into two. Even several bronze colossi wielding adamantine slashing weapons, or throwing punches, will not kill them. Besides being completely invulnerable to combat damage, their large size means they can (and usually will) shatter bones, articulations, bruise organs or even kill a dwarf via headshot using their default [[push]] attack. How a giant sponge's soft structural tissue can break a dwarven skull is a [[physics|mystery for the ages]].&lt;br /&gt;
&lt;br /&gt;
== Giant Sponge Fun Facts ==&lt;br /&gt;
&lt;br /&gt;
*Giant sponges are utterly immune to blunt damage and seemingly cannot be killed by edge damage, only &amp;quot;torn&amp;quot;&lt;br /&gt;
*Giant sponges do not seem to take damage from being set on [[fire]], although they will die from air-drowning.&lt;br /&gt;
*Giant sponges do not explode when striking the ground with enough force, so they are immune to falling damage.&lt;br /&gt;
*Giant sponges can only move when attacking or charging other creatures.&lt;br /&gt;
*Giant sponges ''do'' feel pain, and if hurt enough, will fall unconscious (whatever that means).&lt;br /&gt;
*The only way to kill a giant sponge is by airdrowning or by using an insta-kill method such as a [[dwarven atom smasher]], encasing it in obsidian or ice, or dropping a [[cave-in]] on it.&lt;br /&gt;
&lt;br /&gt;
Beware embarking on evil water, though; a zombie giant sponge (or even worse, a [[evil weather|thralled]] giant sponge) is '''not''' strictly aquatic.&lt;br /&gt;
&lt;br /&gt;
Both [[sponge]]s and giant sponges are, according to their raws, susceptible to infection.  It is not known if sponges can die of infection.&lt;br /&gt;
&lt;br /&gt;
Due to their invulnerability, giant sponges are wonderful training dummies, as long as they will not air-drown. However, your dwarves need to be protected if you want to engage giant sponges in melee, and the giant sponges quickly become unconscious, negating most dwarf experience gains. This can be fixed by making them [[undead]] (although a [[evil weather|thralled]] giant sponge will likely be far too [[fun]] to be trained on) They are also useful as crossbow training dummies.&lt;br /&gt;
&lt;br /&gt;
According to its raws, the giant sponge can not only be tamed but even ''ridden as a war beast'' by invaders. No reports of goblins or elves riding giant sponges has been documented, but maybe its strictly aquatic lifestyle prevents it from being chosen.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] giant sponges are less threatening than they would appear, given their habit of collapsing after taking a few hits. A [[evil weather|thralled]] giant sponge is another matter entirely.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Rangers and Hunters may try to hunt the Giant Sponge, wasting bolts that become lost in the water or lodged into the Sponge itself. This may also lead to near endless &amp;quot;Urist McHunterpants Ranger cancels Hunt: Could Not Find Path&amp;quot; messages.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Sponge_man&amp;diff=193768</id>
		<title>v0.34:Sponge man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Sponge_man&amp;diff=193768"/>
		<updated>2013-10-28T23:57:33Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:16, 31 March 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Sponge men, like [[giant sponge]]s, appear in savage bodies of water.  Unlike the [[sponge]] and its [[giant sponge|giant counterpart]], it has limbs and is mobile.  Its humanoid body makes it actually vulnerable to combat damage, though the lack of blood or a brain means it can only be killed by decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
===Creature behavior===&lt;br /&gt;
{{D for Dwarf}}Contrary to popular belief, these men do not live in aquatic fruit, do not work in undersea food establishments, or even have friendships among other water (or land) dwellers.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Sponge&amp;diff=193767</id>
		<title>v0.34:Sponge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Sponge&amp;diff=193767"/>
		<updated>2013-10-28T23:56:14Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
As a bloodless, brainless blob, sponges cannot be killed by standard combat, like [[Giant sponge|their giant versions]]. They can be airdrowned pretty easily however, and all instant kill methods do work.&lt;br /&gt;
&lt;br /&gt;
Unlike giant sponges though, they are quite nonthreatening. While their [[push]] attacks are not exactly harmless, normal sized sponges can only inflict bruising to dwarves because of the sponge's tiny size, and are therefore better training dummies than the [[Giant sponge]]. You may not want to try this on children though, since most dwarven children are far smaller than a sponge.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creeping_eye&amp;diff=193766</id>
		<title>v0.34:Creeping eye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creeping_eye&amp;diff=193766"/>
		<updated>2013-10-28T23:54:28Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:15, 1 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A small monster that can be found in the deepest [[cavern]]s in large packs.&lt;br /&gt;
They have no attacks whatsoever, apart from the standard [[push]] attack, but they are so small they will rarely ever hurt a dwarf.&lt;br /&gt;
&lt;br /&gt;
[[trap design|Drowning chambers]] do not work on creeping eyes, as they have no lungs. The same 5 z-level pit trap capable of killing dozens of [[blind cave ogre]]s with assembly line efficiency doesn't even damage these hardy creatures. Your best bet is your military, even though creeping eyes have a lot of excess targetable body parts and only one weak point: the heart. &lt;br /&gt;
&lt;br /&gt;
For warriors with blunt weapons, they are basically living sandbags (and training dummies), being able to take many days of beating with maces and hammers without dying. Also, they don't really fight back, as their only known attack is pushing (although with particularly bad luck even it can break small bones and bruise noses and ears). Usually, the dwarves bash and hammer on them until they collapse from over-exertion and continue the onslaught after some rest. Speardwarves, swordsdwarves and axedwarves are known to kill creeping eyes relatively easily by stabbing them in the heart or simply hacking them apart.&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;
{{D for dwarf}}&lt;br /&gt;
Interestingly, despite feeding on evil alone creeping eyes have intestines, implying that evil can be metabolized. Because of this, it is widely believed that bars of [[soap]] derived from the evil-saturated fat of creeping eyes is a powerful dwarven aphrodisiac (beard strengthener). &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creeping_eye&amp;diff=193765</id>
		<title>v0.34:Creeping eye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creeping_eye&amp;diff=193765"/>
		<updated>2013-10-28T23:53:40Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:15, 1 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A small monster that can be found in the deepest [[cavern]]s in large packs.&lt;br /&gt;
They have no attacks whatsoever, apart from the standard &amp;quot;push&amp;quot; attack, but they are so small they will rarely ever hurt a dwarf.&lt;br /&gt;
&lt;br /&gt;
[[trap design|Drowning chambers]] do not work on creeping eyes, as they have no lungs. The same 5 z-level pit trap capable of killing dozens of [[blind cave ogre]]s with assembly line efficiency doesn't even damage these hardy creatures. Your best bet is your military, even though creeping eyes have a lot of excess targetable body parts and only one weak point: the heart. &lt;br /&gt;
&lt;br /&gt;
For warriors with blunt weapons, they are basically living sandbags (and training dummies), being able to take many days of beating with maces and hammers without dying. Also, they don't really fight back, as their only known attack is [[push|pushing]] (although with particularly bad luck even it can break small bones and bruise noses and ears). Usually, the dwarves bash and hammer on them until they collapse from over-exertion and continue the onslaught after some rest. Speardwarves, swordsdwarves and axedwarves are known to kill creeping eyes relatively easily by stabbing them in the heart or simply hacking them apart.&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;
{{D for dwarf}}&lt;br /&gt;
Interestingly, despite feeding on evil alone creeping eyes have intestines, implying that evil can be metabolized. Because of this, it is widely believed that bars of [[soap]] derived from the evil-saturated fat of creeping eyes is a powerful dwarven aphrodisiac (beard strengthener). &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_thrips&amp;diff=193764</id>
		<title>v0.34:Giant thrips</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_thrips&amp;diff=193764"/>
		<updated>2013-10-28T23:52:37Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:11, 23 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=15-20&lt;br /&gt;
|eye=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=8&lt;br /&gt;
|brain=2&lt;br /&gt;
|meat=28-82&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A long, short-legged, flying insect the size of a [[giant cave spider]], it has no direct means of attack, but like all insects it will [[push]] and wrestle enemies with legs and wings pretty well, even if it shouldn't be intelligent enough to do so. Also, they seem to be able to throw dwarves disproportionately long distances, sometimes resulting in a dwarf exploding when thrown. If aggressive, they are a match for a dwarf and will probably win the ensuing fight.&lt;br /&gt;
&lt;br /&gt;
Thrips and giant thrips, despite being well-known agricultural pests, will do no harm to plants for now. They mostly spend their time flying high above ground in groups of five to ten, generally doing nothing useful and preventing more interesting animals from entering your map. Can be used as a food source or marksdwarf training target.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_moon_snail&amp;diff=193763</id>
		<title>v0.34:Giant moon snail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_moon_snail&amp;diff=193763"/>
		<updated>2013-10-28T23:52:06Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:01, 17 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant moon snails''' are much larger than a normal [[moon snail]], roughly the size of an average [[llama]]. this can make their [[push]] attacks dangerous since they are so much larger than adwarf. They provide a [[shell]] when butchered, which can prove useful during a [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
They dwell in savage temperate [[ocean]] [[biome]]s. Dwarves can apparently [[preference|prefer]] giant moon snails for their predatory nature or their striking coloration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_snail&amp;diff=193762</id>
		<title>v0.34:Giant snail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_snail&amp;diff=193762"/>
		<updated>2013-10-28T23:51:19Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=34-67&lt;br /&gt;
|fat=10-18&lt;br /&gt;
|heart=2&lt;br /&gt;
|intestine=13-15&lt;br /&gt;
|eye=2&lt;br /&gt;
|brain=4-5&lt;br /&gt;
|shell=21-26&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Giant snails are predictably quite slow, as large as a [[Grizzly bear]] and generally harmless. They are a good source of meat, fat, and especially [[shell]]s (mostly for [[artifact]] requirements) in a pinch. They can cripple and may kill an unarmored dwarf with their [[push]] attacks though, so you might want to send basic militia or a marksdwarf to [[hunter|hunt]] it.&lt;br /&gt;
&lt;br /&gt;
Like standard [[snail]]s, giant snails can be found in every non-freezing savage [[biome]]. They may occasionally appear as [[mount]]s during a [[siege]], but only [[elf|fools]] would ride into battle on something as slow and relatively harmless as a giant snail.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_slug&amp;diff=193761</id>
		<title>v0.34:Giant slug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_slug&amp;diff=193761"/>
		<updated>2013-10-28T23:50:38Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:07, 29 June 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|fat=20&lt;br /&gt;
|intestine=20&lt;br /&gt;
|heart=3&lt;br /&gt;
|brain=6&lt;br /&gt;
|meat=74&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant slugs''' are just that: really large slugs. They are quite nonthreatening, although you may want to [[armor]] your dwarves first to attack them safely. Their large size can make their [[push]] attacks somewhat dangerous. They may appear as [[mount]]s during a [[siege]], though it's difficult to take an invader seriously when mounted upon a giant slug. &lt;br /&gt;
&lt;br /&gt;
Giant slugs are largely harmless in combat. The head of a giant slug appears to not have any bone inside it, consisting of only fat, muscle, and a brain, along with it's eyestalks. therefore, a hit to the head is usually always lethal. Conversely, it can take a long time (and a lot of bolts) for a marksdwarf to take down a slug, as most of the bolts will hit the body of the slug, and do next to no damage (the body is almost exclusively muscle and fat). Giant slugs can also drown, and expire from old age after a single year.&lt;br /&gt;
&lt;br /&gt;
[[Hunting]] giant slugs can provide a decent food source, but they are generally not worthwhile to [[tame]]--they do not breed, and live for only a short time. Overall they are pretty uninteresting creatures, unless you happen to have a [[preference|fascination]] for giant slugs' ''slime trails''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_louse&amp;diff=193760</id>
		<title>v0.34:Giant louse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_louse&amp;diff=193760"/>
		<updated>2013-10-28T23:49:33Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:11, 25 November 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=17-85&lt;br /&gt;
|fat=15-20&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=10&lt;br /&gt;
|eye=2&lt;br /&gt;
|brain=3&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Just like normal lice, '''giant lice''' are not bloodsucking parasites, for now. Giant lice are regular giant ground insects, although they lack an attack other than [[push|pushing]] and wrestling. Like all other insects their max age is very short. They are ubiquitous and will leave your dwarves alone, mostly.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Considering the size of the normal louse and the size of the giant louse (200,000 times bigger), and estimating that an external parasite must be much, much smaller than its host, one wonders what matter of abnormally colossal, yet unknown beasts this insect sucks the blood of. If the proportionality is still valid, these beasts should be at least ten times the size of an adult dragon.&lt;br /&gt;
&lt;br /&gt;
Giant Lice should not be confused with bankers, which wear suits.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_moth&amp;diff=193759</id>
		<title>v0.34:Giant moth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_moth&amp;diff=193759"/>
		<updated>2013-10-28T23:49:15Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:43, 24 October 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|fat=17&lt;br /&gt;
|intestine=8&lt;br /&gt;
|heart=1&lt;br /&gt;
|brain=2&lt;br /&gt;
|meat=42&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Despite differences in real life, in Dwarf Fortress the '''giant moth''' is physically exactly like a [[giant thrips]]. It too lacks any atatcks besdiesd [[push|pushing]]. It has the same size, same bodyparts, same wrestling ability, same flying tag and same wings. These giant variations are even more similar to each other than their normal-sized types are; normal [[moth]]s are significantly faster than normal [[thrips]], but the giant varieties have the same speed.&lt;br /&gt;
&lt;br /&gt;
Even though it is quite fast, it is still not much of a threat. It is good for food and marksdwarf training, but not much else. They are also very short-lived, like all of the other giant insects.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_louse&amp;diff=193758</id>
		<title>v0.34:Giant louse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_louse&amp;diff=193758"/>
		<updated>2013-10-28T23:47:19Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:11, 25 November 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=17-85&lt;br /&gt;
|fat=15-20&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=10&lt;br /&gt;
|eye=2&lt;br /&gt;
|brain=3&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Just like normal lice, '''giant lice''' are not bloodsucking parasites, for now. Giant lice are regular giant ground insects, although they lack an attack other than [[pushing|push]] and wrestling. Like all other insects their max age is very short. They are ubiquitous and will leave your dwarves alone, mostly.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Considering the size of the normal louse and the size of the giant louse (200,000 times bigger), and estimating that an external parasite must be much, much smaller than its host, one wonders what matter of abnormally colossal, yet unknown beasts this insect sucks the blood of. If the proportionality is still valid, these beasts should be at least ten times the size of an adult dragon.&lt;br /&gt;
&lt;br /&gt;
Giant Lice should not be confused with bankers, which wear suits.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_grasshopper&amp;diff=193757</id>
		<title>v0.34:Giant grasshopper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_grasshopper&amp;diff=193757"/>
		<updated>2013-10-28T23:45:49Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:08, 28 July 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=21-42&lt;br /&gt;
|fat=15-17&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=8&lt;br /&gt;
|brain=2&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant grasshoppers''' are giant versions of the insect [[grasshopper]]. They have a size of 200,007 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; throughout their life cycle. They have no [[attack]]s apart from [[push]] and wrestling. Giant grasshoppers do not fly or jump, as they might in real life. They are [[animal trainer|tamable]], with special knowledge, but they cannot be trained for [[animal trainer|war]] or [[animal trainer|hunting]]. However, since they have a maximum age of one year like most giant insects, they do not make particularly good pets.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Floating_guts&amp;diff=193756</id>
		<title>v0.34:Floating guts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Floating_guts&amp;diff=193756"/>
		<updated>2013-10-28T23:45:14Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:51, 5 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Floating Guts''' is a disturbing [[creature]] that appears to be little more than a slime containing a set of organs. Because of this lack of body parts it's extremely easy to damage organs on them, and thus relatively easy to kill. They have no attacks excerpt the default [[push]].&lt;br /&gt;
&lt;br /&gt;
These can be trained as exotic [[pet]]s with an [[animal trainer]], having a value of 10. They are genderless though and only live to  maximum of 30 years, so your supply is limited to what you find on embark.&lt;br /&gt;
&lt;br /&gt;
It is possible to butcher a floating guts, amusingly yielding &amp;quot;floating guts guts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave_blob&amp;diff=193755</id>
		<title>v0.34:Cave blob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave_blob&amp;diff=193755"/>
		<updated>2013-10-28T23:42:43Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: added info about their attack and makeup.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:11, 30 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''Cave blob''' is a single body/cell organism found in only the deepest [[cavern]]s.&lt;br /&gt;
&lt;br /&gt;
Cave blobs are unique in that they cannot attack at all, not even the default [[push]] attack. Instead they launch a stream, of steaming cave blob juice at attackers. This juice, despite being hot doesn't seem to cause burns or indeed do much of anything.&lt;br /&gt;
&lt;br /&gt;
Cave blobs lack any kind of internal organs and instead are filled with Cave blob gas. Any attack that &amp;quot;breaks away&amp;quot; part of this gas will usually kill them, as will any attack that tears or pierces the pod, their outer covering. Nearly any non blunt attack should kill them easily.&lt;br /&gt;
&lt;br /&gt;
Harmless as they may be, it is still ill-advised to disturb them. Exposure to their secretions or contents is capable of causing mild, short-term [[Syndrome|harm]] in the form of painful blisters. &lt;br /&gt;
&lt;br /&gt;
The only products gained by the butchering of a cave blob are a skin for your [[leatherworker]]s and [[syndrome|blisters]] for your butcher. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193751</id>
		<title>v0.34:Push</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193751"/>
		<updated>2013-10-28T23:26:17Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: Added quality rating &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:26, 28 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Push''' is an attack used by combatants too injured to use normal attacks or by a [[creature]] who possesses no actual attacks.&lt;br /&gt;
&lt;br /&gt;
Examples are [[wound|spine damaged]] dwarves who cannot otherwise attack and [[Giant grasshopper]]s who have no attacks. Pushing is always treated a blunt attack and depending on the [[size]] of the creature can be harmless or very deadly. A push from a large creature can break bones or skulls easily because of all the weight behind that push.&lt;br /&gt;
&lt;br /&gt;
[[Giant sponge]]s in particular are well known push killers, because of their great size.&lt;br /&gt;
&lt;br /&gt;
Note that despite the name, a push doesn't actually move the target creature unless they dodge out of the way or are sent flying from it. It is treated like any other melee attack. Push attacks cannot be aimed.&lt;br /&gt;
&lt;br /&gt;
== Creatures who use push attacks ==&lt;br /&gt;
&lt;br /&gt;
These creatures are incapable of attacking normally and thus will use the push attack whenever they atatck ion combat.&lt;br /&gt;
&lt;br /&gt;
*[[Cave blob]]&lt;br /&gt;
*[[Cave floater]]&lt;br /&gt;
*[[Flesh ball]]&lt;br /&gt;
*[[Floating guts]]&lt;br /&gt;
*[[Giant grasshopper]]&lt;br /&gt;
*[[Giant louse]]&lt;br /&gt;
*[[Giant mosquito]]&lt;br /&gt;
*[[Giant moth]]&lt;br /&gt;
*[[Giant slug]]&lt;br /&gt;
*[[Giant snail]]&lt;br /&gt;
*[[Giant moon snail]]&lt;br /&gt;
*[[Giant thrips]]&lt;br /&gt;
*[[Creeping eye]]&lt;br /&gt;
*[[Sponge]]&lt;br /&gt;
*[[Giant sponge]]&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193750</id>
		<title>v0.34:Push</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193750"/>
		<updated>2013-10-28T23:25:42Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Push''' is an attack used by combatants too injured to use normal attacks or by a [[creature]] who possesses no actual attacks.&lt;br /&gt;
&lt;br /&gt;
Examples are [[wound|spine damaged]] dwarves who cannot otherwise attack and [[Giant grasshopper]]s who have no attacks. Pushing is always treated a blunt attack and depending on the [[size]] of the creature can be harmless or very deadly. A push from a large creature can break bones or skulls easily because of all the weight behind that push.&lt;br /&gt;
&lt;br /&gt;
[[Giant sponge]]s in particular are well known push killers, because of their great size.&lt;br /&gt;
&lt;br /&gt;
Note that despite the name, a push doesn't actually move the target creature unless they dodge out of the way or are sent flying from it. It is treated like any other melee attack. Push attacks cannot be aimed.&lt;br /&gt;
&lt;br /&gt;
== Creatures who use push attacks ==&lt;br /&gt;
&lt;br /&gt;
These creatures are incapable of attacking normally and thus will use the push attack whenever they atatck ion combat.&lt;br /&gt;
&lt;br /&gt;
*[[Cave blob]]&lt;br /&gt;
*[[Cave floater]]&lt;br /&gt;
*[[Flesh ball]]&lt;br /&gt;
*[[Floating guts]]&lt;br /&gt;
*[[Giant grasshopper]]&lt;br /&gt;
*[[Giant louse]]&lt;br /&gt;
*[[Giant mosquito]]&lt;br /&gt;
*[[Giant moth]]&lt;br /&gt;
*[[Giant slug]]&lt;br /&gt;
*[[Giant snail]]&lt;br /&gt;
*[[Giant moon snail]]&lt;br /&gt;
*[[Giant thrips]]&lt;br /&gt;
*[[Creeping eye]]&lt;br /&gt;
*[[Sponge]]&lt;br /&gt;
*[[Giant sponge]]&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Safari_briess&amp;diff=193738</id>
		<title>User talk:Safari briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Safari_briess&amp;diff=193738"/>
		<updated>2013-10-28T12:12:44Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is [[User:Briess|Briess]]; with restricted permissions to test things in safari.  Don't leave me messages here, I probably won't get them.&lt;br /&gt;
&lt;br /&gt;
:Confirming it is me. --[[User:Briess|Briess]] 12:28, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like turtles.[[User:Proudnerd|Proudnerd]] ([[User talk:Proudnerd|talk]]) 12:12, 28 October 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=193737</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=193737"/>
		<updated>2013-10-28T12:07:00Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: /* New Push Page */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;usermessage plainlinks&amp;quot; style=&amp;quot;background-color:#dfc; {{border radius|5px}} border-color:#ac9&amp;quot;&amp;gt;&lt;br /&gt;
If you want to start a new topic, [{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=new&amp;amp;preloadtitle={{urlencode:(Title here)}}&amp;amp;preload={{urlencode:User:Lethosor/message here}}}} click here]. I'll usually reply here, so {{action|watch|User talk:Lethosor|adding this page to your watchlist}} will make it easier to check for replies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;
&lt;br /&gt;
==Templates==&lt;br /&gt;
Nice work on the rounded box templates! --[[User:Briess|Briess]] 08:07, 11 February 2013 (UTC)&lt;br /&gt;
:Thanks, I guess I had a little too much time on my hands. Does the formatting look ok? I think I screwed it up once or twice, but the main page looks all right now. --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 13:13, 11 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
I like your solution to the creature variation problem. It's much simpler than what I had in mind, and, at least for the current batch of creatures, works quite well. Great job! --[[User:Loci|Loci]] 20:41, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicated History ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I noted that as well and decided it wasn't actually a major enough issue worth redoing everything I was doing to the database (since it already took almost 7 hours of lock time :(.   If there are other issues, I can revert back, but I'll want to do it before tonightish, so we don't loose a lot of data. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:34, 13 April 2013 (UTC)&lt;br /&gt;
: And then I changed my mind and reverted.  Thanks for letting me know. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:41, 13 April 2013 (UTC)&lt;br /&gt;
::And now I just realized I should have just nuked the caches to fix the problem.  Oh well.  I'll re-try the upgrade later :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:44, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I rolled back the database maintenance / upgrade because of the issue you pointed out. Thanks for alerting me :) -- [[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
As to what just happened: cache collision &amp;gt;.&amp;gt; -  Should be fixed now, sorry . --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:49, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I thought I was commenting on the wrong page for a second there. Looks good now :) --{{User:Lethosor/sig}} 01:53, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rater ==&lt;br /&gt;
&lt;br /&gt;
Left a note at [[User_talk:Lethosor/rater.js]] for you :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 07:06, 14 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill tree for DF masterwork ==&lt;br /&gt;
&lt;br /&gt;
What do you think about adding a new skill tree for the new skills? Could be usefull...  [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 21:37, 5 May 2013 (UTC)&lt;br /&gt;
:You mean like {{nocats|{{DF2012 skills}}}}? --{{User:Lethosor/sig}} 20:06, 8 May 2013 (UTC)&lt;br /&gt;
:: Yes, I think it could be usefull. [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 11:28, 9 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flying Spawn Mechanics (RedReign) ==&lt;br /&gt;
&lt;br /&gt;
Hi, Lethosor,&lt;br /&gt;
&lt;br /&gt;
It appears you made a small modification to what I recently wrote on the DF2012:Flying page. You wrote that it only affects underground creatures, not surface fliers.&lt;br /&gt;
&lt;br /&gt;
However, after doing some !science!, I have discovered that above-ground flying creatures DO, in fact, stop spawning if I wall off every edge tile at every possible z-level above ground.&lt;br /&gt;
&lt;br /&gt;
Obviously there is a conflict with the information we have. I'd like to resolve this, since I spent a lot of time and effort recently working on a project similar to those at Oceanshoots on the forums. I mean this with utmost sincerity - if you are certain that you have only seen the walling-off method to affect underground fliers, perhaps we can find what was different between our experiences, and why we were getting different results. :)&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
RedReign {{sign|RedReign}}&lt;br /&gt;
&lt;br /&gt;
:Ah, I didn't realize you meant using bridges instead of walls (walls can't be built within 5 tiles of the map edge above ground, but will work underground). You're correct, drawbridges will keep creatures from spawning above ground. Sorry about the confusion there.  --{{User:Lethosor/sig}} 13:47, 11 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thanks for help! ==&lt;br /&gt;
&lt;br /&gt;
Cool, Thanks for the tip on deleting pages! [[User:Smakemupagus|Smakemupagus]] ([[User talk:Smakemupagus|talk]]) 20:10, 13 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template use in german translated Wiki ==&lt;br /&gt;
&lt;br /&gt;
Nice Template the {{tl|av}} I would like to adope it for the german wiki but I am not sure if I have something to change, I hate to change existing Templates on my own. and a complete list of widly used templates that need copy for similar look of translated articles would be nice to. Thanks in advance.&lt;br /&gt;
:Most templates on this wiki should work on other wikis. For {{tl|av}} to work, you (or an admin) need to add [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces/de namespaces] to your wiki (&amp;lt;code&amp;gt;DF2012&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;v0.31&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;40d&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;23a&amp;lt;/code&amp;gt; are the names we use, but you can change those on your wiki). I can help out with some extra templates if you want, but I'd need an account. --{{User:Lethosor/sig}} 19:12, 18 May 2013 (UTC)&lt;br /&gt;
::I will redict your request (may be we sould make it more accessible for poeple will to help), a reqest for for adding the missing namespaces in youre wiki is done, but pending. i have manage to get some templates to work (I realy hate complex wiki templates, so much space for mistakes) but a whole bunch is missing atm. also I not sure If I could replace all masterwork - tattered wich their Meisterwerk - abgenutzt counterparts without breaking some/all template that rely on that. [[Special:Contributions/79.206.195.135|79.206.195.135]] 08:22, 19 May 2013 (UTC)&lt;br /&gt;
::: You have an account now, nick is same, but i haven't to tell your temp passphrase yet. [[Special:Contributions/79.206.195.135|79.206.195.135]] 08:54, 19 May 2013 (UTC)&lt;br /&gt;
:::: I havn't find a way to give you your temp passphrase for german wiki, are you avaible via eMail or Teamspeak (can't use skype not safe any longer). [[Special:Contributions/79.242.128.219|79.242.128.219]] 12:18, 20 May 2013 (UTC)&lt;br /&gt;
::::: I guess you could [http://www.bay12forums.com/smf/index.php?action=pm;sa=send;u=85402 send me a message] on the forums, if you have an account there.&amp;lt;br&amp;gt;By the way, I'm not very good at German, but I can try helping out with the templates anyway :) --{{User:Lethosor/sig}} 19:57, 20 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AV / Masterwork color scheme ==&lt;br /&gt;
&lt;br /&gt;
Would you consider adding a unique color scheme to the ArticleVersion template for articles in the Masterwork namespace? Currently they share the same light green color scheme as articles the DF2012 namespace, but I think it would be beneficial to distinguish them visually with their own color scheme. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 28 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What color were you thinking of? I was thinking of purple (it's the only scheme I haven't used yet from [[Template:Quality]]), but I'm open to suggestions. --[[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;]]) 23:39, 28 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I was originally thinking light yellow, but a light purple should work fine. It probably shouldn't be quite as dark as the &amp;quot;Superior&amp;quot; background (the AV box is rather larger, and a dark color could prove overbearing), but bump it towards white a bit and it'd fit with the other colors. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 29 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table id=&amp;quot;testtable&amp;quot; style=&amp;quot;text-align: center; margin: 0 auto; padding: 0.25em; {{border radius|3px}}; border: 2px solid #b8f; background: #e4ccff; min-width:27em&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;This article is about a '''[[Main:mod|mod]]'''.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;color: e4ccff&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table id=&amp;quot;testtable2&amp;quot; style=&amp;quot;text-align: center; margin: 0 auto; padding: 0.25em; {{border radius|3px}}; border: 2px solid #b8f; background: #f5e5ff; min-width:27em&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;This article is about a '''[[Main:mod|mod]]'''.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;color: f5e5ff&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table id=&amp;quot;testtable3&amp;quot; style=&amp;quot;text-align: center; margin: 0 auto; padding: 0.25em; {{border radius|3px}}; border: 2px solid #db8; background: #fff5ee; min-width:27em&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;This article is about an '''older version''' of DF.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;color: fff5ee&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table id=&amp;quot;testtable4&amp;quot; style=&amp;quot;text-align: center; margin: 0 auto; padding: 0.25em; {{border radius|3px}}; border: 2px solid #bd8; background: #f5ffee; min-width:27em&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;padding: 0.3em 0.3em; width: 100%;&amp;quot;&amp;gt;&amp;lt;font style=&amp;quot;size:75%;&amp;quot;&amp;gt;This article is about the current version of DF.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;color: f5ffee&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::This should be implemented now. Feel free to tweak some of the colors if you want (the highlight color for the Masterwork link is a bit off). --[[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;]]) 20:16, 29 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::::Looks good to me. Thanks! --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:39, 30 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I have no idea what I'm doing. ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the feedback! I have no idea what I'm doing. I've never gotten into editing wikis before and I don't even know if this will reach you correctly. --[[User:J. d&amp;amp;#39;Orc|J. d&amp;amp;#39;Orc]] ([[User talk:J. d&amp;amp;#39;Orc|talk]]) 19:04, 14 June 2013 (UTC)&lt;br /&gt;
:Masterwork mod: minimize number of leather types. Maximize number of parrot types. XP --[[User:J. d&amp;amp;#39;Orc|J. d&amp;amp;#39;Orc]] ([[User talk:J. d&amp;amp;#39;Orc|talk]]) 02:13, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I saw your recent edits to the Masterwork creature pages to move &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; after the sidebar. I've incorporated the change into the chunk of text that I blindly copy and paste to make new creature pages. --[[User:J. d&amp;amp;#39;Orc|J. d&amp;amp;#39;Orc]] ([[User talk:J. d&amp;amp;#39;Orc|talk]]) 19:28, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New template for the Creature page tables ==&lt;br /&gt;
&lt;br /&gt;
I've made a new template that pulls all the creature information from the raws for inclusion into those creature tables. Let me know what you think: [[Template:Creature_row]] --[[User:Cdombroski|Cdombroski]] ([[User talk:Cdombroski|talk]]) 18:42, 10 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, because of the number of creatures in the game, dynamically compiling the creature tables will hammer the server with hundreds of requests to generate the page. I suspect this is something that is better precompiled by editors, even though it means slightly more maintenance. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:08, 10 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[wikipedia:mw:help:subst|Substituting]] the templates might be a workable alternative, although generating the wiki markup to do so would still take some work:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{subst:creature row|name=Dwarf|namespace=DF2012}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row&lt;br /&gt;
|symbol={{char|{{tagvalue|{{DF2012:Dwarf/raw}}|CREATURE_TILE}}}}|&lt;br /&gt;
|color={{tagvalue|{{DF2012:Dwarf/raw}}|COLOR}}&lt;br /&gt;
|name=[[DF2012:Dwarf|Dwarf]]&lt;br /&gt;
|hostile={{#if: {{tag|{{DF2012:Dwarf/raw}}|PRONE_TO_RAGE}}|Yes|{{#if: {{tag|{{DF2012:Dwarf/raw}}|LARGE_PREDATOR}}|Yes|{{#if: {{tag|{{DF2012:Dwarf/raw}}|BENIGN}}|No|Variable}}}}}}&lt;br /&gt;
|food={{#ifexpr:{{#if:{{tag|{{DF2012:Dwarf/raw}}|INTELLIGENT}}|1|0}} or {{#if:{{tag|{{DF2012:Dwarf/raw}}|CAN_LEARN}}|1|0}} or {{#if:{{tag|{{DF2012:Dwarf/raw}}|NOT_BUTCHERABLE}}|1|0}}|No|Yes}}&lt;br /&gt;
|size={{bodysize|{{DF2012:Dwarf/raw}}}}&lt;br /&gt;
|value={{#ifexpr:{{#if:{{tag|{{DF2012:Dwarf/raw}}|PET}}|1|0}} or {{#if:{{tag|{{DF2012:Dwarf/raw}}|PET_EXOTIC}}|1|0}}|{{tagvalue|{{DF2012:Dwarf/raw}}|PETVALUE}}|Not tameable}}&lt;br /&gt;
|biome={{#if:{{tag|{{DF2012:Dwarf/raw}}|BIOME}}|{{#eval:{{#df_foreachtag:{{DF2012:Dwarf/raw}}|BIOME|&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* {{#delay:BiomeToken|\2}}}}}}|&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* None}}&lt;br /&gt;
|note=}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
::(This would also require regenerating the creatures page manually whenever the template is updated.) --[[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;]]) 01:09, 22 July 2013 (UTC)&lt;br /&gt;
:::I hadn't thought to substitute it. I actually have the wikimarkup necessary ready on my hard drive - yes, I was crazy enough to try it, and it only too about twenty minutes too. Would have been ten if I had written a program to scrub the number values out, but I was lazy...gimmie a sec to upload it on my drive. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 04:39, 24 July 2013 (UTC)&lt;br /&gt;
:[https://docs.google.com/file/d/0B-vLigamtNE6S3lfRkhidk9MLVk/edit?usp=sharing Here you go]. I might do this myself tomorrow, actually. When I tried to serve it directly onto the wiki the page was understandably non-responsive past about fifteen of these entries (I didn't except the server to break ''that'' easily...). [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 04:46, 24 July 2013 (UTC)&lt;br /&gt;
::If we get the rest of this working it looks like HFS creatures should probably still be done by hand as they're not specific creatures but rather categories. --[[User:Cdombroski|Cdombroski]] ([[User talk:Cdombroski|talk]]) 12:59, 24 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== With a few modifications... ==&lt;br /&gt;
&lt;br /&gt;
...[[Template:Urist asks|I'm so using this]] :) [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 04:36, 24 July 2013 (UTC)&lt;br /&gt;
:Wow, I completely forgot about that. :) I think I fixed the problem with the misaligned &amp;quot;D&amp;quot;, so go ahead and use it if you want.  --[[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;]]) 12:10, 24 July 2013 (UTC)&lt;br /&gt;
== Bot test ==&lt;br /&gt;
Hello! --[[User:LethosorBot|&amp;lt;span style=&amp;quot;color:#f40;&amp;quot;&amp;gt;LethosorBot&amp;lt;/span&amp;gt;]] ([[User talk:LethosorBot|&amp;lt;span style=&amp;quot;color:#f62;&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]] | [[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;]]) 19:32, 28 July 2013 (UTC) (minor edit) (bot edit)&lt;br /&gt;
&lt;br /&gt;
== Editing the Masterwork buildings dropdown menu ==&lt;br /&gt;
&lt;br /&gt;
Hi there!&lt;br /&gt;
I'm quite new to the wiki editing scene and I don't know how to modify the dropdown menu which is at the ending of every article in the buildings section for MDF....&lt;br /&gt;
I'd like to ad the category &amp;quot;Vanilla&amp;quot; to the dropdown menu... Maybe you can help me,&lt;br /&gt;
Thanks in advance!!&lt;br /&gt;
 --[[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 23:04, 31 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a template &amp;amp;mdash; it's included in the article in the place of &amp;lt;nowiki&amp;gt;{{buildings}}&amp;lt;/nowiki&amp;gt;, which makes it easier to add the box to an article without copying and pasting the entire thing. Normally the template you'd edit would be located at [[Template:Buildings]], but this is a weird template that redirects to a different template based on the article's namespace. The actual template you'd need to edit is [[Template:Masterwork buildings]] &amp;amp;mdash; feel free to try adding links, and I'll help you fix them if it doesn't work. (Also, don't worry about creating a lot of new pages &amp;amp;mdash; I can get a bot to do that.) --[[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;]]) 00:03, 1 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you for your quick answer. I will try to complete the buildings section for MDf in the next few weeks... This will help me a lot. [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 21:27, 1 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page requests ==&lt;br /&gt;
&lt;br /&gt;
Regarding [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/Redirect&amp;amp;diff=191684&amp;amp;oldid=189271 this edit comment], perhaps some clarification or an example request is in order.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:38, 27 August 2013 (UTC)&lt;br /&gt;
:Darn. I know why that happened - I'd re-organized the pages to be displayed above the editing area (on a separate wiki), but only the templates imported correctly, and I forgot to re-import the other pages. -_- --[[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;]]) 19:49, 27 August 2013 (UTC)&lt;br /&gt;
::This should be resolved now. Thanks for bringing that to my attention. --[[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;]]) 20:06, 27 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== version switch ==&lt;br /&gt;
&lt;br /&gt;
Your bot seems to have wiped out a number of page differences in applying this update. Examples include:&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/index.php?title=Template:Buildings&amp;amp;diff=191742&amp;amp;oldid=190354 Buildings], where &amp;lt;nowiki&amp;gt;{{interwiki|{{FULLPAGENAME}}}}{{Category|Buildings}}&amp;lt;/nowiki&amp;gt; was removed&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/index.php?title=Template:Creatures&amp;amp;diff=191755&amp;amp;oldid=188283 Creatures], which had been updated to avoid template loops and pass in a categorization parameter&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/index.php?title=Template:Vermin&amp;amp;diff=191754&amp;amp;oldid=183964 Vermin], which had been similarly updated&lt;br /&gt;
&lt;br /&gt;
I suspect a number of the others also had &amp;quot;peculiarities&amp;quot; which were similarly discarded.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:36, 29 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for re-adding the category parameters &amp;amp;mdash; I only checked a couple of the templates, to make sure they were working, and I must have overlooked those. (I'll try to be more careful with my bot edits in the future.) I re-added {{tl|Interwiki}} to {{tl|Buildings}}, but I think {{&amp;lt;nowiki/&amp;gt;Category|Buildings}} should ideally go on the version-specific building templates (which is what {{tl|Masterwork buildings}} does), or possibly somewhere in {{tl|version switch}} (e.g. &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Category|{{ucfirst:{{{1}}}}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, which would eliminate the need to insert {{&amp;lt;nowiki/&amp;gt;Category}} into all of the navboxes).&amp;lt;br&amp;gt; By the way, what &amp;quot;template loops&amp;quot; are you referring to? I don't remember seeing any issues with vermin/creature pages (although they could have been cached when I checked). --[[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;]]) 21:36, 29 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::When calling any of the templates from mainspace (e.g. [[Boar]]), &amp;lt;nowiki&amp;gt;{{namespace}}&amp;lt;/nowiki&amp;gt; evaluates to nothing, so &amp;lt;nowiki&amp;gt;{{Creatures}}&amp;lt;/nowiki&amp;gt; expands to &amp;lt;nowiki&amp;gt;{{ {{namespace}} Creatures}}&amp;lt;/nowiki&amp;gt;, then evaluates to &amp;quot;&amp;lt;nowiki&amp;gt;{{ Creatures}}&amp;lt;/nowiki&amp;gt;&amp;quot;, repeating and causing a template loop.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:10, 30 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raw ripping ==&lt;br /&gt;
&lt;br /&gt;
Several questions about things I'd like to implement (check my [[User_talk:Asva|userpage]] for current progress):&lt;br /&gt;
* Don't those fancy scripts increase traffic cost and such?&lt;br /&gt;
* Bulk upload images for workshops, doable?&lt;br /&gt;
* I'm currently working on images-from-raws script. Is it possible to use actual graphic tiles?&lt;br /&gt;
* In perspective, script should take every possible information from raws. For workshops it would be: keybind, components, profession, size, reactions, maybe even input and output. Which as well opens the way for such a glorious implementations as: workshop of profession list, output/input to workshop list, workhop|keybind|components table etc. With less possible tedious editing required. Any thoughts on the matter? --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 12:45, 7 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: &amp;gt; Don't those fancy scripts increase traffic cost and such?&lt;br /&gt;
:They do increase the time it takes to generate pages, especially if they pull a lot of raws from the server. Fortunately, they're usually cached once they're generated, so it doesn't have too much of an impact on the server. However, you should avoid including extremely large raws - [[Masterwork:Golem]] is an example of this.&lt;br /&gt;
: &amp;gt; Bulk upload images for workshops, doable?&lt;br /&gt;
: It would be hard. There are some file upload extensions on MediaWiki, but nearly all of them are unstable. There's a PHP script that can accomplish this, if you have access to the server (which I don't). Also, there's the possibility that images might change, which would require re-uploading some of them.&lt;br /&gt;
: &amp;gt; I'm currently working on images-from-raws script. Is it possible to use actual graphic tiles?&lt;br /&gt;
: [[Tileset repository|Tilesets]] are much easier than [[graphics set]]s, since graphics sets require looking up information about each image. I've managed to make an extension that can display images with tilesets in-browser (with JavaScript), so that's definitely possible. Using the MDF tilesets would take more effort, since they use transparency, but it shouldn't be too hard (assuming I can figure out the composition algorithms).&lt;br /&gt;
: &amp;gt; In perspective, script should take every possible information from raws. For workshops it would be: keybind, components, profession, size, reactions, maybe even input and output. Which as well opens the way for such a glorious implementations as: workshop of profession list, output/input to workshop list, workhop|keybind|components table etc. With less possible tedious editing required. Any thoughts on the matter? &lt;br /&gt;
: This sounds like it would be really useful, but I haven't figured out a way to do it yet (wiki syntax is challenging, especially once you start nesting 20+ templates). It should be possible, though, as long as all of the information is in the raws somewhere (it's easiest if it's all in the same file, since DFRawFunctions only works with one file at a time).&lt;br /&gt;
: Actually, maybe something like this could be used to generate images for workshops, instead of uploading pictures of every one. It would be really nice to reduce the amount of template editing needed to supply basic information about workshops (and other types of pages, like [[iron]].)&lt;br /&gt;
: So, in summary, extracting more information from the raws is possible. It would be hard, especially once you try formatting it, but it's definitely possible.&lt;br /&gt;
: --[[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;]]) 14:27, 7 September 2013 (UTC)&lt;br /&gt;
{{line break|&lt;br /&gt;
&amp;gt; you should avoid including extremely large raws&lt;br /&gt;
Hm, that may be troublematic. In worst case it's possible to make shorter versions of raws.&lt;br /&gt;
&amp;gt; used to generate images for workshops&lt;br /&gt;
Currently working on that :P. Included [[Template:Tile]] and such in script to avoid long long nesty template chains. Function takes workshop TILE values, transforms them into UTF-8 code, and presents neatly. Shall add coloring in nearest future.--[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 14:48, 7 September 2013 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
* BTW, how do you make mediawiki show &amp;amp;#x263A -like unicode symbols?&lt;br /&gt;
::&amp;amp;#x263A; (&amp;amp;amp;#x263A;) works for me. Are you using a template? Some templates, like {{tl|diagram}}, process individual characters (&amp;amp;, #, ... ;) before the browser can process them as entities (&amp;amp;amp;#...;). --[[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;]]) 15:11, 7 September 2013 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Padding issue. With no way to insert line breaks from template, I get either [https://www.dropbox.com/s/5uwt4wr5chk5xje/screenshoot_00356.jpg this] or [https://www.dropbox.com/s/hemzqi0jghcwv2n/screenshoot_00357.jpg that]. Any way around you possibly know?&amp;lt;/s&amp;gt;&lt;br /&gt;
: Nevermind, did it by [https://www.dropbox.com/s/mgdy51k57r56bdb/screenshoot_00358.jpg xHTML]. Script is fully operational and ready for testing.&lt;br /&gt;
::Personally, I prefer using actual HTML tags (&amp;amp;lt;table&amp;gt;, &amp;amp;lt;td&amp;gt;, etc.) over MediaWiki tables for this reason, since they don't need newlines, but it looks like you got it working. Nice work! --[[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;]]) 15:15, 8 September 2013 (UTC)&lt;br /&gt;
* Here is another [https://dl.dropboxusercontent.com/u/57572806/Building%20%E2%80%94%20Asva.htm problem]. Table works fine in most cases. But when borders are missing (check incomplete building), the alignment messes up true location of tiles. Any helpful ideas, by chance? Here is the table config I use: &amp;amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size:150%; font-family: &amp;amp;#39;Courier New&amp;amp;#39;, &amp;amp;#39;Quicktype Mono&amp;amp;#39;, &amp;amp;#39;Bitstream Vera Sans Mono&amp;amp;#39;, &amp;amp;#39;Lucida Console&amp;amp;#39;, &amp;amp;#39;Lucida Sans Typewriter&amp;amp;#39;, monospace; font-weight:bold&amp;quot;&amp;gt;&lt;br /&gt;
::The source code (wikitext) would make it easier for me to test it on my own. From my experiences with {{tl|Diagram}}, though, it looks like each &amp;amp;lt;td&amp;gt; element requires some CSS as well. --[[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;]]) 23:36, 13 September 2013 (UTC)&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size:150%; font-family: &amp;amp;#39;Courier New&amp;amp;#39;, &amp;amp;#39;Quicktype Mono&amp;amp;#39;, &amp;amp;#39;Bitstream Vera Sans Mono&amp;amp;#39;, &amp;amp;#39;Lucida Console&amp;amp;#39;, &amp;amp;#39;Lucida Sans Typewriter&amp;amp;#39;, monospace; font-weight:bold&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#xf2;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#x2556;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #808000; background:#000000&amp;quot;&amp;gt;&amp;amp;#x258c;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/table&amp;gt;||&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size:150%; font-family: &amp;amp;#39;Courier New&amp;amp;#39;, &amp;amp;#39;Quicktype Mono&amp;amp;#39;, &amp;amp;#39;Bitstream Vera Sans Mono&amp;amp;#39;, &amp;amp;#39;Lucida Console&amp;amp;#39;, &amp;amp;#39;Lucida Sans Typewriter&amp;amp;#39;, monospace; font-weight:bold&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #808000; background:#000000&amp;quot;&amp;gt;&amp;amp;#x258c;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#x2552;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#x2556;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #808000; background:#000000&amp;quot;&amp;gt;&amp;amp;#x258c;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#xf2;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #C0C0C0; background:#000000&amp;quot;&amp;gt;&amp;amp;#x255a;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #000000; background:#000000&amp;quot;&amp;gt;&amp;amp;#160;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: #808000; background:#000000&amp;quot;&amp;gt;&amp;amp;#x258c;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color:&amp;amp;#160;; background:&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:::The source code is nothing but html... But oh, well.&lt;br /&gt;
:::I managed to fix those empty spaces. What I did is just exchanged tile &amp;quot;32&amp;quot; from conversion table with [http://www.cs.tut.fi/~jkorpela/HTML/emptycells.html no-break space] (&amp;amp;amp;#160;).&lt;br /&gt;
:::Though, I still can't fiqure the way to get rid of borders at top and bottom of tiles.&lt;br /&gt;
* On a different matter. Played a bit with tilesets. Seems, no javascript is required:&lt;br /&gt;
&lt;br /&gt;
Arrow:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-21px;left:-16px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Bush:&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#00CC00;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-32px;left:-32px&amp;quot;&amp;gt;[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Something:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-32px;left:-48px&amp;quot;&amp;gt;[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
2,3,1:&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#0000FF;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-53px;left:-32px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background:#FF0000;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-48px;left:-48px&amp;quot;&amp;gt;[[File:Phoebus 16x16.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background:#00FF00;width:16px;height:16px;overflow:hidden;position:relative&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative;top:-48px;left:-16px&amp;quot;&amp;gt;[[File:Phoebus 16x16.png|link=]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though the padding is a bit weird. Somewhy for &amp;quot;arrow&amp;quot; and &amp;quot;2&amp;quot; it is not dividable by 16. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 11:06, 14 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I'm almost done. Here's the [https://dl.dropboxusercontent.com/u/57572806/screenshoot_00364.jpg result]. And that's how it looks after I save the page [https://dl.dropboxusercontent.com/u/57572806/screenshoot_00365.jpg =.=]. Same syntax as before. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 14:28, 14 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wow, nice work. A few things I've noticed about the tiles, though - they don't seem to support non-square tilesets or different foreground colors. :( Personally, I'd prefer to use JavaScript for this (assuming I can get transparency to work) but the CSS works a lot better than I expected.&lt;br /&gt;
&lt;br /&gt;
(And by the way, the &amp;quot;Close&amp;quot; button at the bottom of the [https://github.com/quietust/DFRawFunctions/pull/3 pull request] is probably what you're looking for.) --[[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;]]) 17:44, 14 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; support non-square tilesets&lt;br /&gt;
&lt;br /&gt;
:Probably fixaeble. Non square big tiles can be squarified. That will make messy code even messier...&lt;br /&gt;
&lt;br /&gt;
:Foreground colors? You mean, for monochrome tilesets? I don't think supporting these would be of any merit. For workshop articles, ascii and graphic tiles are plenty. Only implementation - would be tricky option, allowing any user to chose his favorite tileset from list.&lt;br /&gt;
&lt;br /&gt;
:Surely, clean javascript would suit much better.&lt;br /&gt;
&lt;br /&gt;
:PS Thanks for github editing and supportive information. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 18:41, 14 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I was referring to the text color - for example, the background color of the numbers above (2,3,1) can easily be changed to red, green, and blue, but the colors of the numbers themselves are still white (I'm not even sure if it's possible to do this in CSS, although it could be). You're probably right about workshops not needing them, though.&lt;br /&gt;
::&amp;gt; allowing any user to chose his favorite tileset from list&lt;br /&gt;
::Definitely possible with an extension (could be added in [[Special:Preferences]] somewhere, for example), although it would require at least some JS to modify the CSS appropriately. --[[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;]]) 19:05, 14 September 2013 (UTC)&lt;br /&gt;
::: I'm talking about [[Graphics_set_repository|graphics sets]]. You can't possibly change color without turning them into monochrome+alpha. Which is weird and probably bothersome.&lt;br /&gt;
::: While for [[Tileset_repository|tilesets]] the idea is valid.&lt;br /&gt;
* While working on items I encountered tags like FIRE_BUILD_SAFE, NEEDS_MAGMA, WORTHLESS_STONE_ONLY. Don't you have an idea, how those can be put in workshop or item template without taking too much space?&lt;br /&gt;
* About huge tables (f.e. workshop | buildmat | tiled image | build profession). Is it possible to make them editable only by your bot? Like, simply update once new version arrives? Otherwise large tables may hurt server costs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
I remade the previous script a bit. Now it uses global array of objects. Which means, to get any output you'll have to (pseudocode warning):&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{load files}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{process files}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;{{output files}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Beforehead, I passed all data for every function just to avoid excessive file loading. Was hectic, hard to debug, hard to process.&lt;br /&gt;
As for now, stuff seems much brighter. For instance, I can make &amp;lt;nowiki&amp;gt;{{show me errors}}&amp;lt;/nowiki&amp;gt; wiki template without much ado.&lt;br /&gt;
&lt;br /&gt;
So, back to globals, is it a good idea (safety-wise)? Won't it break something?&lt;br /&gt;
&lt;br /&gt;
BTW, I decided on quietust's functionality. I'll left it intact. Won't touch a thing. I'll use only one parser template, which is &amp;lt;nowiki&amp;gt;{{#df:}}&amp;lt;/nowiki&amp;gt;. Approved, sir?--[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 19:18, 17 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ArticleVersion bug? ==&lt;br /&gt;
&lt;br /&gt;
The updated ArticleVersion template seems to believe [[Dwarf Fortress Italia]] is in the 40d namespace. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:48, 21 October 2013 (UTC)&lt;br /&gt;
:That's because there was a redirect created when I moved [[40d:Dwarf Fortress Italia]] to the main namespace. I don't know of any way to resolve redirects from a template, so I just removed {{#delay:av}} from the article altogether. --[[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;]]) 20:21, 21 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Push Page ==&lt;br /&gt;
&lt;br /&gt;
Hey man I wanted to create a page about the default &amp;quot;push&amp;quot; attack creatures have, as its not always clear what that attack is. I thought I'd put some concrete into about it and a list of creatures that use it by default. I made the page and added content, but I really have no idea what I'm doing such as how to add that version box for what version of DF its for how to add it to the df2012 namespace...whatever namespace is. And how to see a list of categories. Internal links to creatures also will not work. I thought creating a page would be easy, apparently not.&lt;br /&gt;
&lt;br /&gt;
Also is it ok to link to things like my Amazon Writing profile on my talk page? I just wanted to put something about me there and what I do.&lt;br /&gt;
&lt;br /&gt;
Thanks. Hope you're liking my edits.&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/Push&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193736</id>
		<title>v0.34:Push</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193736"/>
		<updated>2013-10-28T11:59:05Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Push''' is an attack used by combatants too injured to use normal attacks or by a [[creature]] who possesses no actual attacks.&lt;br /&gt;
&lt;br /&gt;
Examples are [[wound|spine damaged]] dwarves who cannot otherwise attack and [[Giant Grasshopper|Giant Grasshoppers]] who have no attacks. Pushing is always treated a blunt attack and depending on the [[size]] of the creature can be harmless or very deadly. a push from a large creature can break bones or skulls easily because of all the weight behind that push. [[Giant sponge|Giant Sponges]] in particular are well known push killers, because of their great size.&lt;br /&gt;
&lt;br /&gt;
Note that despite the name a push doesn't actually move the target creature unless they dodge out of the way or are sent flying from it. it is treated like any other melee attack. Push attacks cannot be aimed.&lt;br /&gt;
&lt;br /&gt;
Creatures who use push attacks&lt;br /&gt;
*[[Cave Blob]]&lt;br /&gt;
*[[Cave Floater]]&lt;br /&gt;
*[[Flesh Ball]]&lt;br /&gt;
*[[Floating Guts]]&lt;br /&gt;
*[[Giant Grasshopper]]&lt;br /&gt;
*[[Giant Louse]]&lt;br /&gt;
*[[Giant Mosquito]]&lt;br /&gt;
*[[Giant Moth]]&lt;br /&gt;
*[[Giant Slug]]&lt;br /&gt;
*[[Giant Snail]]&lt;br /&gt;
*[[Giant Moon Snail]]&lt;br /&gt;
*[[Giant Thrips]]&lt;br /&gt;
*[[Creeping Eye]]&lt;br /&gt;
*[[Sponge]]&lt;br /&gt;
*[[Giant Sponge]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]] (generic pages)&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193735</id>
		<title>v0.34:Push</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193735"/>
		<updated>2013-10-28T11:36:26Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Push''' is an attack used by combatants too injured to use normal attacks or by a [[creature]] who possesses no actual attacks.&lt;br /&gt;
&lt;br /&gt;
Examples are [[wound|spine damaged]] dwarves who cannot otherwise attack and [[Giant Grasshopper|Giant Grasshoppers]] who have no attacks. Pushing is always treated a blunt attack and depending on the [[size]] of the creature can be harmless or very deadly. a push from a large creature can break bones or skulls easily because of all the weight behind that push. [[Giant sponge|Giant Sponges]] in particular are well known push killers, because of their great size.&lt;br /&gt;
&lt;br /&gt;
Note that despite the name a push doesn't actually move the target creature unless they dodge out of the way or are sent flying from it. it is treated like any other melee attack. Push attacks cannot be aimed.&lt;br /&gt;
&lt;br /&gt;
Creatures who use push attacks&lt;br /&gt;
*[[Cave Blob]]&lt;br /&gt;
*[[Cave Floater]]&lt;br /&gt;
*[[Flesh Ball]]&lt;br /&gt;
*[[Floating Guts]]&lt;br /&gt;
*[[Giant Grasshopper]]&lt;br /&gt;
*[[Giant Louse]]&lt;br /&gt;
*[[Giant Mosquito]]&lt;br /&gt;
*[[Giant Moth]]&lt;br /&gt;
*[[Giant Slug]]&lt;br /&gt;
*[[Giant Snail]]&lt;br /&gt;
*[[Giant Moon Snail]]&lt;br /&gt;
*[[Giant Thrips]]&lt;br /&gt;
*[[Creeping Eye]]&lt;br /&gt;
*[[Sponge]]&lt;br /&gt;
*[[Giant Sponge]]&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Floating_guts&amp;diff=193734</id>
		<title>v0.34:Floating guts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Floating_guts&amp;diff=193734"/>
		<updated>2013-10-28T11:32:46Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:51, 5 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Floating Guts''' is a disturbing [[creature]] that appears to be little more than a slime containing a set of organs. Because of this lack of body parts it's extremely easy to damage organs on them, and thus relatively easy to kill. they have no attacks excerpt the default push.&lt;br /&gt;
&lt;br /&gt;
These can be trained as exotic [[pet]]s with an [[animal trainer]], having a value of 10. They are genderless though and only live to  maximum of 30 years, so your supply is limited to what you find on embark.&lt;br /&gt;
&lt;br /&gt;
It is possible to butcher a floating guts, amusingly yielding &amp;quot;floating guts guts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193733</id>
		<title>v0.34:Push</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193733"/>
		<updated>2013-10-28T11:30:28Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Push''' is an attack used by combatants too injured to use normal attacks or by a [[creature]] who possesses no actual attacks.&lt;br /&gt;
&lt;br /&gt;
Examples are [[wound|spine damaged]] dwarves who cannot otherwise attack and [[Giant Grasshopper|Giant Grasshoppers]] who have no attacks. Pushing is always treated a blunt attack and depending on the [[size]] of the creature can be harmless or very deadly. a push from a large creature can break bones or skulls easily because of all the weight behind that push. [[Giant sponge|Giant Sponges]] in particular are well known push killers, because of their great size.&lt;br /&gt;
&lt;br /&gt;
Note that despite the name a push doesn't actually move the target creature unless they dodge out of the way or are sent flying from it. it is treated like any other melee attack. Push attacks cannot be aimed.&lt;br /&gt;
&lt;br /&gt;
Creatures who use push attacks&lt;br /&gt;
*Cave Blob&lt;br /&gt;
*Cave Floater&lt;br /&gt;
*Flesh Ball&lt;br /&gt;
*Floating Guts&lt;br /&gt;
*Giant Grasshopper&lt;br /&gt;
*Giant Louse&lt;br /&gt;
*Giant Mosquito&lt;br /&gt;
*Giant Moth&lt;br /&gt;
*Giant Slug&lt;br /&gt;
*Giant Snail&lt;br /&gt;
*Giant Moon Snail&lt;br /&gt;
*Giant Thrips&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Crawling Eye]]&lt;br /&gt;
[[Sponge]]&lt;br /&gt;
[[Giant Sponge]]&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193732</id>
		<title>v0.34:Push</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193732"/>
		<updated>2013-10-28T11:21:23Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Push''' is an attack used by combatants too injured to use normal attacks or by a [[creature]] who possesses no actual attacks.&lt;br /&gt;
&lt;br /&gt;
Examples are [[wound|spine damaged]] dwarves who cannot otherwise attack and [[Giant Grasshopper|Giant Grasshoppers]] who have no attacks. Pushing is always treated a blunt attack and depending on the [[size]] of the creature can be harmless or very deadly. a push from a large creature can break bones or skulls easily because of all the weight behind that push. [[Giant sponge|Giant Sponges]] in particular are well known push killers, because of their great size.&lt;br /&gt;
&lt;br /&gt;
Note that despite the name a push doesn't actually move the target creature unless they dodge out of the way or are sent flying from it. it is treated like any other melee attack. Push attacks cannot be aimed.&lt;br /&gt;
&lt;br /&gt;
Creatures who use push attacks&lt;br /&gt;
Cave Blob&lt;br /&gt;
Cave Floater&lt;br /&gt;
Flesh Ball&lt;br /&gt;
&lt;br /&gt;
Giant Grasshopper&lt;br /&gt;
Giant Louse&lt;br /&gt;
Giant Mosquito&lt;br /&gt;
Giant Moth&lt;br /&gt;
Giant Slug&lt;br /&gt;
Giant Snail&lt;br /&gt;
Giant Moon Snail&lt;br /&gt;
Giant Thrips&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Crawling Eye]]&lt;br /&gt;
[[Sponge]]&lt;br /&gt;
[[Giant Sponge]]&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193731</id>
		<title>v0.34:Push</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Push&amp;diff=193731"/>
		<updated>2013-10-28T10:42:12Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: Created a page on the default push attack.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Push''' is an attack used by combatants too injured to use normal attacks or by a [[creature]] who possesses no actual attacks.&lt;br /&gt;
&lt;br /&gt;
Examples are [[wound|spine damaged]] dwarves who cannot otherwise attack and [[Giant Grasshoppers]] who have no attacks. Pushing is always treated a blunt attack and depending on the [[size]] of the creature can be harmless or very deadly. a push from a large creature can break bones or skulls easily because of all the weight behind that push. [[Giant sponge|Giant Sponges]] in particular are well known push killers, because of their great size.&lt;br /&gt;
&lt;br /&gt;
Note that despite the name a push doesn't actually move the target creature unless they dodge out of the way or are sent flying from it. it is treated like any other melee attack. Push attacks cannot be aimed.&lt;br /&gt;
&lt;br /&gt;
Creatures who use push attacks&lt;br /&gt;
Most giant [[insects]]&lt;br /&gt;
[[Crawling Eye]]&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wound&amp;diff=193730</id>
		<title>v0.34:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wound&amp;diff=193730"/>
		<updated>2013-10-28T09:18:18Z</updated>

		<summary type="html">&lt;p&gt;Proudnerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:13, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five different levels of injury in the game, ranging from none to complete part loss.&lt;br /&gt;
Shown using the default* colors, they are:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''(* The [[color]] of wounds can be changed in [[d_init.txt]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wound effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brain''': Any damage almost always results in instant death. A bruised brain may occasionally not cause death. If it does not, the dwarf suffers no effect from the injured brain and lives as normal.&lt;br /&gt;
&lt;br /&gt;
'''Eyes''': Eye damage causes extreme brain, generally causing unconsciousness and loss of sight, limiting dwarf perception.&lt;br /&gt;
&lt;br /&gt;
'''Mouth/nose/ears/cheeks''': No effect&lt;br /&gt;
&lt;br /&gt;
'''Teeth''': Fewer teeth to use for biting attacks.&lt;br /&gt;
&lt;br /&gt;
'''Lungs''': non bruising damage to one lung interferes with breathing. Creature toughness affects how well it can survive with impaired breathing. Damage to both lungs almost always results in suffocation.&lt;br /&gt;
&lt;br /&gt;
'''Heart''': Causes massive, fatal bleeding. The heart itself isn't required for life, it is the extreme bleeding that causes death when the heart is pierced. A bruised heart causes no ill effects, a torn heart is always fatal.&lt;br /&gt;
&lt;br /&gt;
'''Pancreas/liver''': No effect, despite how terrifying liver damage is to dwarves. Dwarves have a larger liver than any other sapient species, causing them to suffer liver damage more often, as it is easier to hit.&lt;br /&gt;
&lt;br /&gt;
'''Guts''': Damage to the guts causes great pain and nausea. Creature will vomit and then retch repeatedly depending on how much damage was caused. This slows down the creature and can dehydrate them. When the guts are pierced thy may spill out of the wound. This is visible as a red &amp;quot;~&amp;quot; trailing behind the creature. This causes a lot of bleeding and exposes the guts themselves as a target for aimed attacks. slicing off the exposed guts causes heavy bleeding and almost always death. The cut off guts can then be picked up and used as a weapon.&lt;br /&gt;
&lt;br /&gt;
'''Spinal injuries''': Attacks to the spine that tear nervous tissue are extremely serious.  Lower spinal injuries permanently stop the creature from ever standing again. they can only crawl. Middle spine injuries disable legs. Upper spinal injuries disable every limb in the body, rendering the creature unable to do anything except to use the default &amp;quot;push&amp;quot; attack and move about very slowly. It also disables every organ in the body besides the brain. This injures the lungs and upper spine injuries will invariably cause fatal suffocation within a few turns. As a whole, spinal damage is usually a death sentence.&lt;br /&gt;
&lt;br /&gt;
It is important to note that a broken bone in the spine does '''not''' cause irreparable damage, only damage to the nervous tissue does. if you suffer a broken bone in the spine without any nerve damage, just wait and it will eventually heal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous injuries. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These injuries include generic tears, cuts and breaks which don't target a specific organ.&lt;br /&gt;
&lt;br /&gt;
Some attacks may shatter nail or horn. These attacks have no effect whatsoever expect a cosmetic in jury report. Despite this, they can still become infected.&lt;br /&gt;
&lt;br /&gt;
Likewise, attacks that tear hair have no ill effects. Attacks that destroy hair are common during chokeholds on animals, such as a lion's mane being damaged by the chokehold.&lt;br /&gt;
&lt;br /&gt;
Injuries that only tear skin tend to cause little or no bleeding or scarring.&lt;br /&gt;
&lt;br /&gt;
Injuries that tear fat layers cause bleeding but little pain.&lt;br /&gt;
&lt;br /&gt;
Injuries to muscle layers can sometime cause the affected limb to become unusable. This usually happens when the muscle is &amp;quot;torn apart&amp;quot; rather than just torn. If the muscle is in an arm damage to the muscle may cause items held in that arms hand to be dropped. torn apart leg or foot muscles may cause the creature to fall over and sometimes be unable to walk until it heals.&lt;br /&gt;
&lt;br /&gt;
Tendons and ligaments may also be torn by attacks. As they link bones together, torn ligaments and tendons can impair grasping abilities, causing items to be dropped more easily.&lt;br /&gt;
&lt;br /&gt;
Bone damage that cause fractures or breaks cause extreme pain. They are the most painful injuries in DWarf Fortress and will almost invariably causes unconsciousness from the pain. Bone that is broken nian limb will render that limb inoperable. Bones that are hit hard enough may shatter and be jammed into other bones or body parts, causing far more damage.A broken smashed arm may be jammed into the shoulder as well, breaking it. This is most common witht the skull. A hard hit to the skull that causes a fracture can force the broken part into the vulnerable brain, causing immediate death.  &lt;br /&gt;
&lt;br /&gt;
== Missing limb ==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks as they had in the past.&lt;br /&gt;
&lt;br /&gt;
Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s. Armless dwarves trying to dress or clean themselves often cause constant cancellation spam.&lt;br /&gt;
&lt;br /&gt;
== Function loss ==&lt;br /&gt;
The cyan &amp;quot;Function loss&amp;quot; signals impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, indicating failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the specific dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. With a crutch applied, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper and middle spines this can include the lungs, so damage leads to suffocation.&lt;br /&gt;
&lt;br /&gt;
Creatures can be set to heal spinal nerve damage by going into the [[raw file|raws]], finding the tissue_template_default and setting a number like [HEALING_RATE:100] at the NERVE_TEMPLATE. A higher number translates to a slower healing rate, with bones for example having a healing rate of 1000. However, this setting does not affect non-spinal nerves, as they do not count as &amp;quot;nervous tissue&amp;quot;.&lt;br /&gt;
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== Scarring ==&lt;br /&gt;
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Dwarves who sustain major injuries may never fully heal—the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars. (Of varying degrees and types, {Tiny, very short, short, long, very long, massive, huge, etc.} {Jagged, Dent, Straight, etc.}) While not all scars have an effect, this may result in notes in the [[Health screen]] such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. This means that one of the creature's grasping parts (usually hands) has lost the ability to grasp.&amp;lt;!-- More likely to lose a weapon stuck in an enemy? --&amp;gt; Military dwarves with inhibited ability to grasp will not hold a weapon or shield in the crippled arm. However, they will automatically grasp both weapon and shield in their good hand when they next come to equip themselves, assuming of course that they are set to use both such items. &lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
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== Permanent Injury ==&lt;br /&gt;
There are several types of injuries dwarves will never recover from. Nerve damage is permanent; loss of limbs is permanent. Some types of [[syndrome]]s are lifelong. As a result, you may end up with a dwarf who has lost function in one or more body parts, or who continually exhibits some kind of problematic symptom. But these dwarves, if they don't meet with an [[unfortunate accident]], can still be very useful.&lt;br /&gt;
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===Disabled Veterans===&lt;br /&gt;
When a highly skilled soldier is injured too badly to continue on active duty, he can remain in the military as a teacher. Put him into a squad with your raw recruits and have him teach them what soldiering is about. When the recruits have been whipped into shape, they can be transferred to active-duty squads.&lt;br /&gt;
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===Function Loss: Legs===&lt;br /&gt;
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, he can be issued a [[crutch]] by doctors in your hospital. Thereafter, he will gain crutch-walking skill whenever he moves with the crutch in his inventory. Eventually, his speed with the crutch will likely be faster than it was before, without the crutch. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash his enemies with it--it is recommended to make metal crutches to issue to military dwarves).&lt;br /&gt;
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===Lower Body Paralysis===&lt;br /&gt;
A dwarf who has nerve damage to his lower spine, or has nerve damage to both of his legs, is unable to use his legs and cannot benefit from using a crutch. After he recovers (you may need to deconstruct his hospital bed to get him out of it), he can move--but only very slowly. Dwarves like this are obviously unfit for military duty--they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much. For best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and the dwarf's bedroom. Turn off all labors but the one you want the dwarf to do--most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where he will still move five steps more quickly than another dwarf can move fifty; or he can be appointed as [[broker]] and burrowed with your depot.&lt;br /&gt;
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No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?&lt;br /&gt;
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===Function Loss: Arms===&lt;br /&gt;
The dwarf who has lost the use of an arm can go on with his life normally, and can even hold a shield and battle-axe at the same time. In the military, he is limited only in that he cannot wield weapons that are too large to be wielded one-handed. Outside the military, he can work as well as any other dwarf.&lt;br /&gt;
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Losing both arms is a different story. Dwarves who cannot use both arms will be unable to do almost any task. Managers, bookkeepers, and brokers must be able to use at least one arm. They cannot pick up weapons or shields and cannot haul items. Most irritatingly, they cannot clean themselves and cannot pick up clothing in order to put it on and will probably spam cancellation  messages at you (seriously consider turning off job cancellation messages in the 'o'rders menu if this is the case). These dwarves are at risk of [[insanity]] from the lack of clothing once theirs wears out, though they may have been lucky enough to be wearing armor, which will not wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler or biter. Dwarves without arms can also be used as sentries; burrow them in watchtowers to spot ambushes.&lt;br /&gt;
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===Blindness===&lt;br /&gt;
A dwarf with both eyes damaged cannot see (obviously)--and what he can't see, he won't be afraid of. Therefore, a blind dwarf can do civilian labors without dropping everything and running when there's a wild animal nearby. He does suffer a severe drop in the [[quality]] of his work.&lt;br /&gt;
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===Long-Term Syndrome===&lt;br /&gt;
The most common long-term syndrome is probably the bite of a [[cave spider]], which causes long-term mild dizziness. The dwarf seems fine and works normally... except that his work tends to be low-quality because the dwarf is feeling under the weather. Even legendary dwarves will, if they're feeling dizzy enough, be unable to produce masterwork crafts. Assign these dwarves to producing goods that don't have quality levels.&lt;/div&gt;</summary>
		<author><name>Proudnerd</name></author>
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