<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Putnam</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Putnam"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Putnam"/>
	<updated>2026-06-21T04:54:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Modding_guide&amp;diff=159709</id>
		<title>v0.31:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Modding_guide&amp;diff=159709"/>
		<updated>2012-02-04T18:13:55Z</updated>

		<summary type="html">&lt;p&gt;Putnam: /* Basics of DF modding */ Randomly created creatures can't be edited in the raws, so mentioning them specifically seems a bit odd.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
This is intended to be a guide to inform those new to DF modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of both editing creatures, entities, materials et al, and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on a guide originally created for version 0.27.176.39c (originally put to type by one Teldin; page found [[40d:Modding guide|here]]) and has later been rewritten for 0.31.xx.xx by a few different authors, as per wiki tradition.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[:Category:DF2010:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All the base data that can be edited by prospective modders can be found in the \raw\ folder. This folder contains two subfolders: &amp;quot;graphics&amp;quot; (where you insert [[Graphics set repository|graphics sets]]), and &amp;quot;objects&amp;quot;, which contains all the data for generally everything in the game that is not hardcoded.&lt;br /&gt;
&lt;br /&gt;
Within the \raw\objects folder are a large number of text files - these are the [[raw file|raw files]], and editing them is quite easy - you can also create your own if you wish. For now, take a look at one of the existing files. It should look something like this:&lt;br /&gt;
&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file won't be parsed correctly by the game. You may have also noticed the file naming scheme - this is also important; files containing creatures have names starting with &amp;quot;creature_&amp;quot;, entity file names must begin with &amp;quot;entity_&amp;quot;, etc..&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, &amp;quot;[CREATURE:DWARF]&amp;quot;), again stating the type of object, and then the object's unique identifier - if an indentifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when adding objects. It makes removing mods far easier.&lt;br /&gt;
* If you want to edit an already-existing creature, always back up the files you plan on editing to a different location. Since v0.31.22, the game no longer loads backup files, but duplicate entries are still a very bad thing.&lt;br /&gt;
* When a new world is generated, all the raw files get copied into a \raw\ folder within the applicable save folder. If you want to change something within a world that's already been generated, you'll have to edit those files, not the ones in ~DF\raw\objects.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities... which are coincidentally what we'll be talking about next.&lt;br /&gt;
&lt;br /&gt;
== Modding civilizations (entities) ==&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilisations work - are stored in entity_default.txt (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the &amp;quot;ENTITY:&amp;quot; identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[CREATURE:]&amp;quot; links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and will therefore be the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the &amp;quot;CREATURE:DWARF&amp;quot; entry in entity_default.txt with &amp;quot;CREATURE:ELF&amp;quot; and you would be marching elves around in fortress mode, although they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect: later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[TRANSLATION:]&amp;quot; defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelt. The default language files are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[BIOME_SUPPORT:]&amp;quot; defines the biomes that civs will attempt to settle in. The &amp;quot;FREQUENCY&amp;quot; value determines the likelyhood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one was to type:&lt;br /&gt;
&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[entity token|here]]. Besides those mentioned, some fundamental ones are the CIV_CONTROLLABLE token, which lets you control the civ in fortress mode, the INDIV_CONTROLLABLE token, which allows you to play the civ in adventure mode as an outsider, and the ADVENTURE_TIER token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aformentioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the CIV_CONTROLLABLE token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the &amp;quot;neighbors&amp;quot; display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of &amp;quot;symbols&amp;quot;, collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little obfuscating at first, so I'll run through it. Let's refer to the DWARF entity:&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
Here we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then after words in the &amp;quot;VIOLENT&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the &amp;quot;REMAINING&amp;quot;) - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that the dwarf entity is told to cull all innapropriate symbols - this applies to everything (hence the &amp;quot;ALL&amp;quot;) so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's percieved personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's &amp;quot;ENTITY:&amp;quot; identifier! This can be anything so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explaination.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. You can change nearly any aspect of a creature or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
=== Creature materials and tissues ===&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of bodyparts. These parts are defined in their own file, and we'll talk about them later. As a specific aspect of how creatures work which throws off a lot of prospective modders is the relationship between bodyparts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):&lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the &amp;quot;BODY:&amp;quot; token, followed by a list of bodyparts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues. And those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by bodypart category (BY_CATEGORY), bodypart type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every bodypart). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all bodyparts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of bronze.&lt;br /&gt;
&lt;br /&gt;
By now you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded&amp;quot;. And you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
This is where body detail plans come in. Detail plans, of course, have their own file, and they are designed to help automate some of the more common processes in creature creation. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?&lt;br /&gt;
&lt;br /&gt;
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by muscle, ARG4 by bone, and ARG5 by CARTILAGE. Hence, our creature's bodypart designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there's detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We declare the body stuff normally:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
We then select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale. You can read more about that [[temperature scale|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
=== Creature castes ===&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexual creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body stuctures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, item tokens don't seem to be especially well-documented (at least as not as well as the other object types), but you should be able to figure out most things by way of our explainations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
Let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
&lt;br /&gt;
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explaination. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the adjectives used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.&lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen.&lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created.&lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
&lt;br /&gt;
The most important tokens are &amp;quot;CONTYPE&amp;quot; and &amp;quot;CON&amp;quot;: CONTYPE means the bodypart in question is connected to a certain ''type'' of bodypart, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the bodypart's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.&lt;br /&gt;
&lt;br /&gt;
A list of bodypart tokens can be found [[body token|here]].&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BODYGLOSS&amp;quot; entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via &amp;quot;[BODYGLOSS:CLAW_HAND]&amp;quot; and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&lt;br /&gt;
Coming sooner rather than later&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as &amp;quot;inorganic&amp;quot;), which are (by default, at least) consigned purely to metal and stone types.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Coming later&lt;br /&gt;
&lt;br /&gt;
= Modding utilities =&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=28829.0 A list of many mods and community-developed utilities]&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Modding]]&lt;br /&gt;
[[Category:DF2010:Guides]]&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=158336</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=158336"/>
		<updated>2011-12-11T17:26:27Z</updated>

		<summary type="html">&lt;p&gt;Putnam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
{{Main page progress bar|DF2010|width=48em}}&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main Page|Click here to view the main page for Dwarf Fortress version 0.28.181.40d]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency. The wiki currently has '''{{Template:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page.&lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{news}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display:block; width: 95%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{{red rounded info box|New to Dwarf Fortress?|{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot; {{!}}&lt;br /&gt;
{{!}} [[DF2010:About{{!}}About Dwarf Fortress]]&lt;br /&gt;
{{!}} [[DF2010:Installation{{!}}Downloading and Installing]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[DF2010:Quickstart guide{{!}}Fortress Mode Quickstart Guide]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[DF2010:Adventure mode quick start{{!}}Adventure Mode Quickstart Guide]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Dwarf fortress mode{{!}}Fortress Mode Reference]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Adventurer mode{{!}}Adventurer Mode Reference]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Game development]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Troubleshooting{{!}}How do I get more help?]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{rounded info box|Playing Dwarf Fortress|&lt;br /&gt;
{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Dwarf fortress mode{{!}}Fortress mode]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Adventurer mode]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Legends]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[DF2010:Arena{{!}}The Arena]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Design strategies]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Local map features]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Bloodline_Games{{!}}Bloodline games]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Stories]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Fun]]&lt;br /&gt;
{{!}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{rounded info box|Gameplay Elements|&lt;br /&gt;
{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Activity zone]]s&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Location]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Building]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Military]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Combat]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Mining]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Creatures]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Noble]]s&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Designations{{!}}Designations]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Rooms]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Economics]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Skill]]s&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Embark]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Starting build{{!}}Starting Build]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Farming]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Stockpile]]s&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Industry]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Workshop]]s&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{rounded info box|Articles by Category|&lt;br /&gt;
{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Buildings{{!}}Buildings]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width:50%&amp;quot; {{!}} [[:Category:Items{{!}}Items]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Dwarves{{!}}Dwarves]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Mods{{!}}Mods]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} style{{=}}&amp;quot;width:50%&amp;quot; {{!}} [[:Category:Interface{{!}}Interface]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:World{{!}}World]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} colspan{{=}}&amp;quot;2&amp;quot; {{!}} [[Special:Categories{{!}}All Categories]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{rounded info box|Metagame Editing and Advice|&lt;br /&gt;
{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}} [[World generation]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Advanced world generation]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Technical tricks]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} [[Utilities]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} '''[[Known bugs and issues]]'''&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} [[System requirements]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Cheating]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Maximizing framerate]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Tilesets]]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[Modding]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{{grey rounded info box |Links|&lt;br /&gt;
{{{!}} style{{=}}&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{!}}- &lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Forums:&lt;br /&gt;
{{!}} [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board{{=}}22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f{{=}}21&amp;amp;t{{=}}19469&amp;amp;start{{=}}0&amp;amp;st{{=}}0&amp;amp;sk{{=}}t&amp;amp;sd{{=}}a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic{{=}}6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?p{{=}}17714628 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t{{=}}908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid{{=}}3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f{{=}}10&amp;amp;t{{=}}10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page{{=}}Board&amp;amp;boardID{{=}}3 French forum] ,[http://forum.canardpc.com/showthread.php?t{{=}}3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)],[http://www.dwarffortressforum.de German Dwarf Fortress Forum], [http://www.mspaforums.com/showthread.php?40907-Dwarf-Fortress-General-Chat-No-such-thing-as-too-much-magma MSPaint Adventures Thread]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Blogs:&lt;br /&gt;
{{!}} [http://www.bravemule.com/ Bravemule], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} [[IRC{{!}}IRC Channels]]:&lt;br /&gt;
{{!}} [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Other Wikis:&lt;br /&gt;
{{!}} [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Useful Links:&lt;br /&gt;
{{!}} [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.reddit.com/r/dwarffortress/ Dwarf Fortress Reddit]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Archives:&lt;br /&gt;
{{!}} [[23a:Main Page{{!}}v0.23.130.23a Wiki]]&amp;lt;!--&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;--&amp;gt;, [[40d:Main Page{{!}}v0.28.181.40d Wiki]]&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Modding_guide&amp;diff=153579</id>
		<title>v0.31:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Modding_guide&amp;diff=153579"/>
		<updated>2011-10-11T04:37:36Z</updated>

		<summary type="html">&lt;p&gt;Putnam: Added some stuff, replaced as much first person with second or third person as possible. I'm going to try to make this page a community project—being on the wiki, it should be.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
This is intended to be a guide to inform those new to DF modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of both editing creatures, entities, materials et al, and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on a guide originally created for version 0.27.176.39c (originally put to type by one Teldin; page found [[40d:Modding guide|here]]) and has later been rewritten for 0.31.xx.xx by a few different authors, as per wiki tradition.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[:Category:DF2010:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All the base data that can be edited by prospective modders can be found in the \raw\ folder. This folder contains two subfolders: &amp;quot;graphics&amp;quot; (where you insert {{L|Graphics set repository|graphics sets}}), and &amp;quot;objects&amp;quot;, which contains all the data for generally everything in the game that is not hardcoded (randomly created creatures aside).&lt;br /&gt;
&lt;br /&gt;
Within the \raw\objects folder are a large number of text files - these are the {{L|raw file|raw files}}, and editing them is quite easy - you can also create your own if you wish. For now, take a look at one of the existing files. It should look something like this:&lt;br /&gt;
&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
As you can see, each file is comprised of a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file won't be parsed correctly by the game. You may have also noticed the file naming scheme - this is also important; files containing creatures have names starting with &amp;quot;creature_&amp;quot;, entity file names must begin with &amp;quot;entity_&amp;quot;, etc..&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, &amp;quot;[CREATURE:DWARF]&amp;quot;), again stating the type of object, and then the object's unique identifier - if an indentifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when adding objects. It makes removing mods far easier.&lt;br /&gt;
* If you want to edit an already-existing creature, always back up the files you plan on editing to a different location. Since v0.31.22, the game no longer loads backup files, but duplicate entries are still a very bad thing.&lt;br /&gt;
* When a new world is generated, all the raw files get copied into a \raw\ folder within the applicable save folder. If you want to change something within a world that's already been generated, you'll have to edit those files, not the ones in ~DF\raw\objects.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities... which are coincidentally what we'll be talking about next.&lt;br /&gt;
&lt;br /&gt;
== Modding civilizations (entities) ==&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilisations work - are stored in entity_default.txt (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the &amp;quot;ENTITY:&amp;quot; identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[CREATURE:]&amp;quot; links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and will therefore be the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the &amp;quot;CREATURE:DWARF&amp;quot; entry in entity_default.txt with &amp;quot;CREATURE:ELF&amp;quot; and you would be marching elves around in fortress mode, although they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect: later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[TRANSLATION:]&amp;quot; defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelt. The default language files are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[BIOME_SUPPORT:]&amp;quot; defines the biomes that civs will attempt to settle in. The &amp;quot;FREQUENCY&amp;quot; value determines the likelyhood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one was to type:&lt;br /&gt;
&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens {{L|entity token|here}}. Besides those mentioned, some fundamental ones are the CIV_CONTROLLABLE token, which lets you control the civ in fortress mode, the INDIV_CONTROLLABLE token, which allows you to play the civ in adventure mode as an outsider, and the ADVENTURE_TIER token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aformentioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the CIV_CONTROLLABLE token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the &amp;quot;neighbors&amp;quot; display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of &amp;quot;symbols&amp;quot;, collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little obfuscating at first, so I'll run through it. Let's refer to the DWARF entity:&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
Here we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then after words in the &amp;quot;VIOLENT&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the &amp;quot;REMAINING&amp;quot;) - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that the dwarf entity is told to cull all innapropriate symbols - this applies to everything (hence the &amp;quot;ALL&amp;quot;) so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's percieved personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's &amp;quot;ENTITY:&amp;quot; identifier! This can be anything so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found {{L|position token|here}}; they don't require a great deal of explaination.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. You can change nearly any aspect of a creature or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens {{L|creature token|here}}. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
=== Creature materials and tissues ===&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of bodyparts. These parts are defined in their own file, and we'll talk about them later. As a specific aspect of how creatures work which throws off a lot of prospective modders is the relationship between bodyparts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):&lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the &amp;quot;BODY:&amp;quot; token, followed by a list of bodyparts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues. And those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by bodypart category (BY_CATEGORY), bodypart type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every bodypart). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all bodyparts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of bronze.&lt;br /&gt;
&lt;br /&gt;
By now you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded&amp;quot;. And you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
This is where body detail plans come in. Detail plans, of course, have their own file, and they are designed to help automate some of the more common processes in creature creation. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?&lt;br /&gt;
&lt;br /&gt;
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by muscle, ARG4 by bone, and ARG5 by CARTILAGE. Hence, our creature's bodypart designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there's detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We declare the body stuff normally:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
We then select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale. You can read more about that {{L|temperature scale|on this page}}. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
=== Creature castes ===&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexual creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body stuctures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, item tokens don't seem to be especially well-documented (at least as not as well as the other object types), but you should be able to figure out most things by way of our explainations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
Let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
&lt;br /&gt;
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found {{L|skill token|on this page}}. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explaination. The first value determines the contact area of the weapon's attack; this should be high for slashing or bludgeoning weapons, and low for piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the adjectives used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.&lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen.&lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created.&lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
&lt;br /&gt;
The most important tokens are &amp;quot;CONTYPE&amp;quot; and &amp;quot;CON&amp;quot;: CONTYPE means the bodypart in question is connected to a certain ''type'' of bodypart, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the bodypart's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.&lt;br /&gt;
&lt;br /&gt;
A list of bodypart tokens can be found {{L|body token|here}}.&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BODYGLOSS&amp;quot; entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via &amp;quot;[BODYGLOSS:CLAW_HAND]&amp;quot; and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. {{L|Plant token|Here's the list of plant-specific tokens}}.&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&lt;br /&gt;
Coming sooner rather than later&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as &amp;quot;inorganic&amp;quot;), which are (by default, at least) consigned purely to metal and stone types.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
{{L|material definition token|Here's a list of material tokens}}. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Coming later&lt;br /&gt;
&lt;br /&gt;
= Modding utilities =&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=28829.0 A list of many mods and community-developed utilities]&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Modding]]&lt;br /&gt;
[[Category:DF2010:Guides]]&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bodygloss&amp;diff=153578</id>
		<title>v0.31:Bodygloss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bodygloss&amp;diff=153578"/>
		<updated>2011-10-11T04:14:46Z</updated>

		<summary type="html">&lt;p&gt;Putnam: The dash really needs a key on the keyboard—it's a very useful tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:58, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''bodygloss''' is a token in the raw {{L|body token}}s and {{L|creature token}}s which performs a simple word substitution on the creature's body parts.  For instance, if a creature makes use of the &amp;quot;[BODYGLOSS:PAW]&amp;quot; token, then a hypothetical body part called &amp;quot;second right foot&amp;quot; would be renamed &amp;quot;second right paw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is important to distinguish the body token and creature token versions.  The body token variant is defined anywhere in an &amp;quot;OBJECT:BODY&amp;quot; file and has the following syntax: ''[BODYGLOSS:id:singular:replacement:plural:replacements]''&lt;br /&gt;
&lt;br /&gt;
Note that this is a simple string replacement for all body parts—replacing &amp;quot;ear&amp;quot; will also replace &amp;quot;h'''ear'''t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To make use of this token, the creature token variant is included beneath a creature definition (in an &amp;quot;OBJECT:CREATURE&amp;quot; file) and has the following syntax: ''[BODYGLOSS:id]''&lt;br /&gt;
&lt;br /&gt;
Then, it will perform the word substitution defined by the bodygloss in the body tokens file; any occurrence of the words ''singular'' and ''plural'' in any body part will be replaced with the words ''replacement'' and ''replacements'', respectively.&lt;br /&gt;
&lt;br /&gt;
The default list of bodyglosses included in the unmodded Dwarf Fortress is as follows, as taken from body_default.txt:&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:PAW:foot:paw:feet:paws]&lt;br /&gt;
 [BODYGLOSS:MAW:mouth:maw:mouths:maws]&lt;br /&gt;
 [BODYGLOSS:CLAW_HAND:hand:claw:hands:claws]&lt;br /&gt;
 [BODYGLOSS:CLAW_FOOT:foot:claw:feet:claws]&lt;br /&gt;
 [BODYGLOSS:HOOF:foot:hoof:feet:hooves]&lt;br /&gt;
 [BODYGLOSS:TRUNK:body:trunk:bodies:trunks]&lt;br /&gt;
 [BODYGLOSS:BRANCH_ARM:arm:branch:arms:branches]&lt;br /&gt;
 [BODYGLOSS:LEG_STUMP:leg:stump:legs:stumps]&lt;br /&gt;
 [BODYGLOSS:ROOTS_FOOT:foot:roots:feet:roots]&lt;br /&gt;
 [BODYGLOSS:INSECT_UPPERBODY:upper body:thorax:upper bodies:thoraxes]&lt;br /&gt;
 [BODYGLOSS:INSECT_LOWERBODY:lower body:abdomen:lower bodies:abdomens]&lt;br /&gt;
&lt;br /&gt;
The following bodyglosses are used exclusively by randomly-generated creatures - {{L|titan}}s, {{L|forgotten beast}}s, and {{L|demon}}s:&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:RCP_GLOSS_HOOF:foot:hoof:feet:hooves]&lt;br /&gt;
 [BODYGLOSS:RCP_GLOSS_PAW:foot:paw:feet:paws]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bodygloss&amp;diff=153577</id>
		<title>v0.31:Bodygloss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bodygloss&amp;diff=153577"/>
		<updated>2011-10-11T04:11:54Z</updated>

		<summary type="html">&lt;p&gt;Putnam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:58, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''bodygloss''' is a token in the raw {{L|body token}}s and {{L|creature token}}s which performs a simple word substitution on the creature's body parts.  For instance, if a creature makes use of the &amp;quot;[BODYGLOSS:PAW]&amp;quot; token, then a hypothetical body part called &amp;quot;second right foot&amp;quot; would be renamed &amp;quot;second right paw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is important to distinguish the body token and creature token versions.  The body token variant is defined anywhere in an &amp;quot;OBJECT:BODY&amp;quot; file and has the following syntax: ''[BODYGLOSS:id:singular:replacement:plural:replacements]''&lt;br /&gt;
&lt;br /&gt;
Note that this is a simple string replacement for all body parts; replacing &amp;quot;ear&amp;quot; will also replace &amp;quot;h'''ear'''t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To make use of this token, the creature token variant is included beneath a creature definition (in an &amp;quot;OBJECT:CREATURE&amp;quot; file) and has the following syntax: ''[BODYGLOSS:id]''&lt;br /&gt;
&lt;br /&gt;
Then, it will perform the word substitution defined by the bodygloss in the body tokens file; any occurrence of the words ''singular'' and ''plural'' in any body part will be replaced with the words ''replacement'' and ''replacements'', respectively.&lt;br /&gt;
&lt;br /&gt;
The default list of bodyglosses included in the unmodded Dwarf Fortress is as follows, as taken from body_default.txt:&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:PAW:foot:paw:feet:paws]&lt;br /&gt;
 [BODYGLOSS:MAW:mouth:maw:mouths:maws]&lt;br /&gt;
 [BODYGLOSS:CLAW_HAND:hand:claw:hands:claws]&lt;br /&gt;
 [BODYGLOSS:CLAW_FOOT:foot:claw:feet:claws]&lt;br /&gt;
 [BODYGLOSS:HOOF:foot:hoof:feet:hooves]&lt;br /&gt;
 [BODYGLOSS:TRUNK:body:trunk:bodies:trunks]&lt;br /&gt;
 [BODYGLOSS:BRANCH_ARM:arm:branch:arms:branches]&lt;br /&gt;
 [BODYGLOSS:LEG_STUMP:leg:stump:legs:stumps]&lt;br /&gt;
 [BODYGLOSS:ROOTS_FOOT:foot:roots:feet:roots]&lt;br /&gt;
 [BODYGLOSS:INSECT_UPPERBODY:upper body:thorax:upper bodies:thoraxes]&lt;br /&gt;
 [BODYGLOSS:INSECT_LOWERBODY:lower body:abdomen:lower bodies:abdomens]&lt;br /&gt;
&lt;br /&gt;
The following bodyglosses are used exclusively by randomly-generated creatures - {{L|titan}}s, {{L|forgotten beast}}s, and {{L|demon}}s:&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:RCP_GLOSS_HOOF:foot:hoof:feet:hooves]&lt;br /&gt;
 [BODYGLOSS:RCP_GLOSS_PAW:foot:paw:feet:paws]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=153323</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=153323"/>
		<updated>2011-09-24T16:59:04Z</updated>

		<summary type="html">&lt;p&gt;Putnam: /* Creature Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
&lt;br /&gt;
'''This page recently underwent a major cleanup edit.  See the talk page for more info.'''&lt;br /&gt;
&lt;br /&gt;
:As the version is new, and we're still discovering bugs,  a lot of unverifiable information is going to get added to this thread.  It is recommended that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that others can discuss and document each bug on the discussion page.  Following confirmation of a bug with a specific description of what's occurring, the parenthetical can be removed.  &lt;br /&gt;
&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2015 Bug Tracker]&amp;lt;/s&amp;gt;&lt;br /&gt;
Fixed in .22. There may still be an issue with fish getting extinct eventually after 20+ years.&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=13 Bug Tracker] -- '''Fixed''' in .31.19.&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Workaround (binary patch) exists for Win32 SDL version.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&amp;lt;/s&amp;gt;&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''{{L|Military|Main Military Page}}'''&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:{{L|Military/Guide}} -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=153322</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=153322"/>
		<updated>2011-09-24T16:58:10Z</updated>

		<summary type="html">&lt;p&gt;Putnam: /* Moods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
&lt;br /&gt;
'''This page recently underwent a major cleanup edit.  See the talk page for more info.'''&lt;br /&gt;
&lt;br /&gt;
:As the version is new, and we're still discovering bugs,  a lot of unverifiable information is going to get added to this thread.  It is recommended that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that others can discuss and document each bug on the discussion page.  Following confirmation of a bug with a specific description of what's occurring, the parenthetical can be removed.  &lt;br /&gt;
&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}&lt;br /&gt;
&lt;br /&gt;
*Using the flux search option on the embark screen often yields false or misleading results.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2015 Bug Tracker]&amp;lt;/s&amp;gt;&lt;br /&gt;
Fixed in .22. There may still be an issue with fish getting extinct eventually after 20+ years.&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=13 Bug Tracker] -- '''Fixed''' in .31.19.&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. Workaround (binary patch) exists for Win32 SDL version.&lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.&lt;br /&gt;
&lt;br /&gt;
* Dwarves sometimes fail in collecting webs due to pathing issues.&lt;br /&gt;
: [http://bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey moods can request body parts&amp;lt;/s&amp;gt;&lt;br /&gt;
:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When setting stockpile options for a &amp;quot;Weapons/Trap Components&amp;quot; pile, the &amp;quot;Metal&amp;quot; list does not contain &amp;quot;iron&amp;quot;.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''{{L|Military|Main Military Page}}'''&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:{{L|Military/Guide}} -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;br /&gt;
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Language_token&amp;diff=153129</id>
		<title>v0.31:Language token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Language_token&amp;diff=153129"/>
		<updated>2011-09-18T01:55:39Z</updated>

		<summary type="html">&lt;p&gt;Putnam: This is why you preview, kids!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:10, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Language tokens are used within the language_*.txt raw files. Each token is permitted in a specific context.&lt;br /&gt;
&lt;br /&gt;
==WORD==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOUN  &lt;br /&gt;
|&lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Begins defining a noun usage of a word &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ  &lt;br /&gt;
|&lt;br /&gt;
* adjective&lt;br /&gt;
| Begins defining an adjective usage of a word &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFIX  &lt;br /&gt;
|&lt;br /&gt;
* prefix  &lt;br /&gt;
| Begins defining a prefix usage of a word  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB  &lt;br /&gt;
|&lt;br /&gt;
* base&lt;br /&gt;
* present simple&lt;br /&gt;
* past tense&lt;br /&gt;
* past participle&lt;br /&gt;
* present participle&lt;br /&gt;
| Defines a verb usage of a word  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ_DIST&lt;br /&gt;
| number&lt;br /&gt;
| Determines what order the adjective being defined comes in when in a string of multiple adjectives.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used after &amp;quot;the&amp;quot;. (&amp;quot;The X of Y&amp;quot;, where X is the word with the tag)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (&amp;quot;The Xs of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used as part of a compound noun after &amp;quot;the&amp;quot; (&amp;quot;The Z-X of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (&amp;quot;The Z-Xs of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| Lets the adjective form of the word be used as part of a compound noun after &amp;quot;the&amp;quot; (&amp;quot;The Z-X of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OF_NOUN_SING  &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used after &amp;quot;of&amp;quot; (&amp;quot;The Y of X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OF_NOUN_PLUR  &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (The Y of Xs)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used at the front of a compound noun (XY, as in surnames)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_NOUN_SING  &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used at the rear of a compound noun (YX, as in surnames)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| Lets the adjective form of the word be used at the front of a compound noun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| As above, but at the rear instead.&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_PREFIX  &lt;br /&gt;
|&lt;br /&gt;
| Allows the prefix form to be appended as a prefix to a compound noun.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_PREFIX  &lt;br /&gt;
|&lt;br /&gt;
| Allows the prefix form to be appended as a prefix to a compound noun following &amp;quot;the&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_VERB  &lt;br /&gt;
|   &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SYMBOL==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| S_WORD&lt;br /&gt;
|&lt;br /&gt;
* WORD&lt;br /&gt;
| Specifies the given WORD (defined in language_words.txt) as belonging to the symbol being defined. A given word can belong to multiple symbols.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TRANSLATION==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| T_WORD &lt;br /&gt;
| &lt;br /&gt;
* WORD&lt;br /&gt;
* translation&lt;br /&gt;
| Specifies a translation from a given WORD (defined in language_words.txt) into the language being defined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[40d:Language]] (has expanded explanations of parts of the language system, which seems to still be the same in this version)&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Language_token&amp;diff=153128</id>
		<title>v0.31:Language token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Language_token&amp;diff=153128"/>
		<updated>2011-09-18T01:54:36Z</updated>

		<summary type="html">&lt;p&gt;Putnam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:10, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Language tokens are used within the language_*.txt raw files. Each token is permitted in a specific context.&lt;br /&gt;
&lt;br /&gt;
==WORD==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOUN  &lt;br /&gt;
|&lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Begins defining a noun usage of a word &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ  &lt;br /&gt;
|&lt;br /&gt;
* adjective&lt;br /&gt;
| Begins defining an adjective usage of a word &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFIX  &lt;br /&gt;
|&lt;br /&gt;
* prefix  &lt;br /&gt;
| Begins defining a prefix usage of a word  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB  &lt;br /&gt;
|&lt;br /&gt;
* base&lt;br /&gt;
* present simple&lt;br /&gt;
* past tense&lt;br /&gt;
* past participle&lt;br /&gt;
* present participle&lt;br /&gt;
| Defines a verb usage of a word  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ_DIST&lt;br /&gt;
| number&lt;br /&gt;
| Determines what order the adjective being defined comes in when in a string of multiple adjectives.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used after &amp;quot;the&amp;quot;. (&amp;quot;The X of Y&amp;quot;, where X is the word with the tag)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (&amp;quot;The Xs of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used as part of a compound noun after &amp;quot;the&amp;quot; (&amp;quot;The Z-X of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (&amp;quot;The Z-Xs of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| Lets the adjective form of the word be used as part of a compound noun after &amp;quot;the&amp;quot; (&amp;quot;The Z-X of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OF_NOUN_SING  &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used after &amp;quot;of&amp;quot; (&amp;quot;The Y of X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OF_NOUN_PLUR  &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (The Y of Xs)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used at the front of a compound noun (XY, as in surnames)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_NOUN_SING  &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used at the rear of a compound noun (YX, as in surnames)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| Lets the adjective form of the word be used at the front of a compound noun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| As above, but at the rear instead.&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_PREFIX  &lt;br /&gt;
|&lt;br /&gt;
| Allows the prefix form to be appended as a prefix to a compound noun.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_PREFIX  &lt;br /&gt;
|&lt;br /&gt;
| Allows the prefix form to be appended as a suffix to a compound noun.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_VERB  &lt;br /&gt;
|   &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SYMBOL==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| S_WORD&lt;br /&gt;
|&lt;br /&gt;
* WORD&lt;br /&gt;
| Specifies the given WORD (defined in language_words.txt) as belonging to the symbol being defined. A given word can belong to multiple symbols.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TRANSLATION==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| T_WORD &lt;br /&gt;
| &lt;br /&gt;
* WORD&lt;br /&gt;
* translation&lt;br /&gt;
| Specifies a translation from a given WORD (defined in language_words.txt) into the language being defined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[40d:Language]] (has expanded explanations of parts of the language system, which seems to still be the same in this version)&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Language_token&amp;diff=153127</id>
		<title>v0.31:Language token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Language_token&amp;diff=153127"/>
		<updated>2011-09-18T01:49:59Z</updated>

		<summary type="html">&lt;p&gt;Putnam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:10, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Language tokens are used within the language_*.txt raw files. Each token is permitted in a specific context.&lt;br /&gt;
&lt;br /&gt;
==WORD==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOUN  &lt;br /&gt;
|&lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Begins defining a noun usage of a word &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ  &lt;br /&gt;
|&lt;br /&gt;
* adjective&lt;br /&gt;
| Begins defining an adjective usage of a word &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFIX  &lt;br /&gt;
|&lt;br /&gt;
* prefix  &lt;br /&gt;
| Begins defining a prefix usage of a word  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB  &lt;br /&gt;
|&lt;br /&gt;
* base&lt;br /&gt;
* present simple&lt;br /&gt;
* past tense&lt;br /&gt;
* past participle&lt;br /&gt;
* present participle&lt;br /&gt;
| Defines a verb usage of a word  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ_DIST&lt;br /&gt;
| number&lt;br /&gt;
| Determines what order the adjective being defined comes in when in a string of multiple adjectives.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used after &amp;quot;the&amp;quot;. (&amp;quot;The X of Y&amp;quot;, where X is the word with the tag)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (&amp;quot;The Xs of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used as part of a compound noun after &amp;quot;the&amp;quot; (&amp;quot;The Z-X of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (&amp;quot;The Z-Xs of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| Lets the adjective form of the word be used as part of a compound noun after &amp;quot;the&amp;quot; (&amp;quot;The Z-X of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OF_NOUN_SING  &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used after &amp;quot;of&amp;quot; (&amp;quot;The Y of X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OF_NOUN_PLUR  &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (The Y of Xs)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used at the front of a compound noun (XY, as in surnames)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_NOUN_SING  &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used at the rear of a compound noun (YX, as in surnames)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| Lets the adjective form of the word be used at the front of a compound noun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| As above, but at the rear instead.&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_PREFIX  &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_PREFIX  &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_VERB  &lt;br /&gt;
|   &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SYMBOL==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| S_WORD&lt;br /&gt;
|&lt;br /&gt;
* WORD&lt;br /&gt;
| Specifies the given WORD (defined in language_words.txt) as belonging to the symbol being defined. A given word can belong to multiple symbols.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TRANSLATION==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| T_WORD &lt;br /&gt;
| &lt;br /&gt;
* WORD&lt;br /&gt;
* translation&lt;br /&gt;
| Specifies a translation from a given WORD (defined in language_words.txt) into the language being defined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[40d:Language]] (has expanded explanations of parts of the language system, which seems to still be the same in this version)&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tile&amp;diff=153126</id>
		<title>v0.34:Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tile&amp;diff=153126"/>
		<updated>2011-09-18T01:22:33Z</updated>

		<summary type="html">&lt;p&gt;Putnam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiles are the squares that form a map. A tile consists of two sections—a wall section and a floor section, like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor Section&lt;br /&gt;
When digging and building this is important, since some designations and constructions will only be done in wall tiles and some others will only be done in floor tiles.&lt;br /&gt;
&lt;br /&gt;
==Stairs==&lt;br /&gt;
Building a stairway consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor&lt;br /&gt;
An up-down stair or building both up and down stairs in the same tile, works like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|               -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair    | Up/Down&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |                |  Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|                |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair -|&lt;br /&gt;
==Walls==&lt;br /&gt;
Both natural occurring and constructed walls and both carved and built fortifications span across two z-levels, the bottom wall section and floor and the top floor section, the only difference is that fortifications have holes in the wall section to allow fluids and projectiles through:&lt;br /&gt;
                -|&lt;br /&gt;
                 |&lt;br /&gt;
                 |--&amp;gt; Open Space Wall&lt;br /&gt;
                 |&lt;br /&gt;
                 |&lt;br /&gt;
                -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall  &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
==Supports and Fortifications==&lt;br /&gt;
Unlike walls supports span only one z-level, allow liquids and movement, and don't create a floor on top.&lt;br /&gt;
Fortifications are basically the same but it blocks movement.&lt;br /&gt;
       ▒▒       -|                 |                                     -|                 |&lt;br /&gt;
       ▒▒        |                 |                       ▒▒▒▒▒▒▒▒▒▒▒▒   |                 |&lt;br /&gt;
       ▒▒        |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall   ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Fortification&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
       ▒▒       -|                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
It seems that the reason why submerged 7/7 Fortifications don't block creatures is because the upper fluid level of the fortification is open:&lt;br /&gt;
       w7       -|                 |&lt;br /&gt;
  ▒▒▒▒▒w6▒▒▒▒▒   |                 |&lt;br /&gt;
 ▒▒▒▒▒▒w5▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Fortification&lt;br /&gt;
 ▒▒▒▒▒▒w4▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒▒▒▒▒w3▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒▒▒▒▒w2▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
 &lt;br /&gt;
       w# = water level&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
Do they block fluids? {{verify}}&lt;br /&gt;
 ▒▒▒▒▒░░░░▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▓░░▓▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░▓▓▓▓░░░▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Statue&lt;br /&gt;
 ▒░░▒░░▓▓░░▒░░▒  |                 |&lt;br /&gt;
 ▒▒▒▒░░▒▒░░▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░░▒▒░░░░▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
==Furniture==&lt;br /&gt;
===Doors and Windows===&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Door  ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Window&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░▒▒░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒░░░░░░░░░░░░▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
...&lt;br /&gt;
=Special Tiles=&lt;br /&gt;
There are some natural occurring special tiles, these can't be recreated{{verify}}:&lt;br /&gt;
==Murky Pool tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor                         ----&amp;gt; Open Space Floor (an Ice wall creates an Ice floor here)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with Water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----&amp;gt; Murky Pool ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
 &lt;br /&gt;
                                           w# = water level&lt;br /&gt;
&lt;br /&gt;
==River==&lt;br /&gt;
{{verify}} under construction...&lt;br /&gt;
&lt;br /&gt;
River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Brook tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook ''(or river source)'' floor section, the lower open space wall section can fill with rain water{{verify}} and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓  ▓▓  ▓▓ ----&amp;gt; Brook ''(freezing effects? {{verify}})''&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with {{L|Flow}}ing{{verify}} Water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓w1▓▓  ▓▓ ----&amp;gt; Brook / River Source ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
The brook tiles works like a floor grate, can be walked on, can be fished through, allows fluids and missiles through, etc...&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Language_token&amp;diff=153125</id>
		<title>v0.31:Language token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Language_token&amp;diff=153125"/>
		<updated>2011-09-18T01:19:41Z</updated>

		<summary type="html">&lt;p&gt;Putnam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:10, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Language tokens are used within the language_*.txt raw files. Each token is permitted in a specific context.&lt;br /&gt;
&lt;br /&gt;
==WORD==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOUN  &lt;br /&gt;
|&lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Begins defining a noun usage of a word &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ  &lt;br /&gt;
|&lt;br /&gt;
* adjective&lt;br /&gt;
| Begins defining an adjective usage of a word &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFIX  &lt;br /&gt;
|&lt;br /&gt;
* prefix  &lt;br /&gt;
| Begins defining a prefix usage of a word  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB  &lt;br /&gt;
|&lt;br /&gt;
* base&lt;br /&gt;
* present simple&lt;br /&gt;
* past tense&lt;br /&gt;
* past participle&lt;br /&gt;
* present participle&lt;br /&gt;
| Defines a verb usage of a word  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ_DIST&lt;br /&gt;
| number&lt;br /&gt;
| Determines what order the adjective being defined comes in when in a string of multiple adjectives.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used after &amp;quot;the&amp;quot;. (&amp;quot;The X of Y&amp;quot;, where X is the word with the tag)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (&amp;quot;The Xs of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used as part of a compound noun after &amp;quot;the&amp;quot; (&amp;quot;The Z-X of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (&amp;quot;The Z-Xs of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OF_NOUN_SING  &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used after &amp;quot;of&amp;quot; (&amp;quot;The Y of X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OF_NOUN_PLUR  &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural. (The Y of Xs)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_NOUN_SING &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used as the front part of a compound noun (XY, as in surnames)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_NOUN_SING  &lt;br /&gt;
|&lt;br /&gt;
| Lets the singular noun form of the word be used as the rear part of a compound noun (YX, as in surnames)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_NOUN_PLUR   &lt;br /&gt;
|&lt;br /&gt;
| As above, but with plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REAR_COMPOUND_ADJ  &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| FRONT_COMPOUND_PREFIX  &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THE_COMPOUND_PREFIX  &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_VERB  &lt;br /&gt;
|   &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SYMBOL==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| S_WORD&lt;br /&gt;
|&lt;br /&gt;
* WORD&lt;br /&gt;
| Specifies the given WORD (defined in language_words.txt) as belonging to the symbol being defined. A given word can belong to multiple symbols.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TRANSLATION==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| T_WORD &lt;br /&gt;
| &lt;br /&gt;
* WORD&lt;br /&gt;
* translation&lt;br /&gt;
| Specifies a translation from a given WORD (defined in language_words.txt) into the language being defined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[40d:Language]] (has expanded explanations of parts of the language system, which seems to still be the same in this version)&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Attack_types&amp;diff=152189</id>
		<title>v0.31:Attack types</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Attack_types&amp;diff=152189"/>
		<updated>2011-08-07T04:29:47Z</updated>

		<summary type="html">&lt;p&gt;Putnam: /* Edged weapons */  Whips are blunt.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:49, 12 June 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
With the exception of some {{L|syndrome|breath weapons}}, all {{L|weapon}}s have an attack type. There are two attack types: blunt and edged. Edged can be further broken down into based on the distribution of the blade into &amp;quot;true&amp;quot; edged attacks and piercing attacks.&lt;br /&gt;
&lt;br /&gt;
Some weapons can have more than one attack: a short sword has a slash, a stab, and a pommel strike.&lt;br /&gt;
&lt;br /&gt;
==Blunt weapons==&lt;br /&gt;
Examples of blunt weapons include hammers, maces, and melee attacks with crossbows.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons generally have poor penetration but are good for bruising and breaking internal bones and tissues. Blunt weapons tend to be more effective when they have greater weight. This can lead to disappointment when using blunt weapons made from {{L|adamantine|awesome materials}}. They are not designed to kill, but to incapacitate, and they do that very well.&lt;br /&gt;
&lt;br /&gt;
==Edged weapons==&lt;br /&gt;
Examples of edged weapons include heavy bladed weapons where the focus of the swing is generally distributed across a long, thin blade. Bladed weapons include axes, swords, and even scourges.&lt;br /&gt;
&lt;br /&gt;
Edged weapons do significant amounts of tissue damage and may sever limbs or heads, especially of smaller, weaker creatures. Against large creatures they cut gashes in the surface tissue, causing bleeding and pain but generally not doing a lot of organ damage, unless the strike is to the head, of course.&lt;br /&gt;
&lt;br /&gt;
==Piercing weapons==&lt;br /&gt;
Examples of piercing weapons include any weapon that focuses a significant amount of energy on a single point. Piercing weapons include spears, bolts &amp;amp; arrows, and some sword attacks.&lt;br /&gt;
&lt;br /&gt;
Piercing weapons are perhaps the most effective at killing large creatures due to the penetration required to hit vital organs. It doesn't take an extremely lucky strike with a spear to puncture a lung or other organ, although hits to the limbs will be largely ineffective because piercing weapons aren't designed to break bones or cause deep lacerations. It's possible (although unlikely) to kill even a megabeast in one hit with a spear or pike (unless the megabeast in question is made of {{L|metal|fun substances}}).&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tile&amp;diff=151775</id>
		<title>v0.34:Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tile&amp;diff=151775"/>
		<updated>2011-07-26T03:49:34Z</updated>

		<summary type="html">&lt;p&gt;Putnam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiles are the squares that form a map. A tile consists of two sections: a wall section and a floor section, like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor Section&lt;br /&gt;
When digging and building this is important, since some designations and constructions will only be done in wall tiles and some others will only be done in floor tiles.&lt;br /&gt;
&lt;br /&gt;
==Stairs==&lt;br /&gt;
Building a stairway consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor&lt;br /&gt;
An up-down stair or building both up and down stairs in the same tile, works like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|               -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair    | Up/Down&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |                |  Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|                |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair -|&lt;br /&gt;
==Walls==&lt;br /&gt;
Both natural occurring and constructed walls and both carved and built fortifications span across two z-levels, the bottom wall section and floor and the top floor section, the only difference is that fortifications have holes in the wall section to allow fluids and projectiles through:&lt;br /&gt;
                -|&lt;br /&gt;
                 |&lt;br /&gt;
                 |--&amp;gt; Open Space Wall&lt;br /&gt;
                 |&lt;br /&gt;
                 |&lt;br /&gt;
                -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall  &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
==Supports and Fortifications==&lt;br /&gt;
Unlike walls supports span only one z-level, allow liquids and movement, and don't create a floor on top.&lt;br /&gt;
Fortifications are basically the same but it blocks movement.&lt;br /&gt;
       ▒▒       -|                 |                                     -|                 |&lt;br /&gt;
       ▒▒        |                 |                       ▒▒▒▒▒▒▒▒▒▒▒▒   |                 |&lt;br /&gt;
       ▒▒        |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall   ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Fortification&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
       ▒▒       -|                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
It seems that the reason why submerged 7/7 Fortifications don't block creatures is because the upper fluid level of the fortification is open:&lt;br /&gt;
       w7       -|                 |&lt;br /&gt;
  ▒▒▒▒▒w6▒▒▒▒▒   |                 |&lt;br /&gt;
 ▒▒▒▒▒▒w5▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Fortification&lt;br /&gt;
 ▒▒▒▒▒▒w4▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒▒▒▒▒w3▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒▒▒▒▒w2▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
 &lt;br /&gt;
       w# = water level&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
Do they block fluids? {{verify}}&lt;br /&gt;
 ▒▒▒▒▒░░░░▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▓░░▓▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░▓▓▓▓░░░▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Statue&lt;br /&gt;
 ▒░░▒░░▓▓░░▒░░▒  |                 |&lt;br /&gt;
 ▒▒▒▒░░▒▒░░▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░░▒▒░░░░▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
==Furniture==&lt;br /&gt;
===Doors and Windows===&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Door  ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Window&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░▒▒░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒░░░░░░░░░░░░▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
...&lt;br /&gt;
=Special Tiles=&lt;br /&gt;
There are some natural occurring special tiles, these can't be recreated{{verify}}:&lt;br /&gt;
==Murky Pool tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor                         ----&amp;gt; Open Space Floor (an Ice wall creates an Ice floor here)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with Water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----&amp;gt; Murky Pool ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
 &lt;br /&gt;
                                           w# = water level&lt;br /&gt;
&lt;br /&gt;
==River==&lt;br /&gt;
{{verify}} under construction...&lt;br /&gt;
&lt;br /&gt;
River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Brook tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook ''(or river source)'' floor section, the lower open space wall section can fill with rain water{{verify}} and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓  ▓▓  ▓▓ ----&amp;gt; Brook ''(freezing effects? {{verify}})''&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with {{L|Flow}}ing{{verify}} Water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓w1▓▓  ▓▓ ----&amp;gt; Brook / River Source ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
The brook tiles works like a floor grate, can be walked on, can be fished through, allows fluids and missiles through, etc...&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Monarch&amp;diff=151392</id>
		<title>v0.31:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Monarch&amp;diff=151392"/>
		<updated>2011-07-16T04:57:44Z</updated>

		<summary type="html">&lt;p&gt;Putnam: From what I've seen through testing, it seems that, if an extraordinary amount of adamantine is gained (as in, more than could possible be gained from a normal embark), the monarch will still come.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:49, 23 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| stands=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| arrival=&lt;br /&gt;
* 15,000☼ wealth in Architecture&lt;br /&gt;
* 5,000☼ wealth in {{L|Road}}s&lt;br /&gt;
* 5,000☼ in offerings to Dwarven {{L|caravan}}&lt;br /&gt;
* 140 population&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The monarch is the highest level {{L|noble}}.  Rather than being promoted from within, like the [[baron]], [[count]], and [[duke]], the monarch arrives as an immigrant from the previous capital.  Males are known as &amp;quot;king&amp;quot; and females are known as &amp;quot;queen&amp;quot;. They may arrive with an opposite gendered &amp;quot;king consort&amp;quot; or &amp;quot;queen consort&amp;quot;, as well as an entourage that can include elite military dwarves and ordinary workers.  Unlike previous versions, the monarch will no longer come upon the discovery of {{L|adamantine}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
You may check how close you are to meeting the requirements for a monarch's arrival by pressing {{k|n}} {{k|c}} after you have a population of at least 140.  (This option does not appear on the Noble screen at first.)&lt;br /&gt;
&lt;br /&gt;
Once the monarch arrives, your fortress becomes the capital of your civilization.  Because of this, you will no longer receive visits from a dwarven {{L|liaison}}, nor can you give goods to dwarf caravans as offerings.&lt;br /&gt;
&lt;br /&gt;
The monarch arrives at the at the same time within a season an immigration wave does, but have an entirely separate entourage that can spawn from a different part of the map.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata|&lt;br /&gt;
[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=151377</id>
		<title>v0.31 Talk:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=151377"/>
		<updated>2011-07-15T22:24:15Z</updated>

		<summary type="html">&lt;p&gt;Putnam: /* Adamantine King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== monarch bug ==&lt;br /&gt;
&lt;br /&gt;
The monarch showed up before promotion to duchy, and simply sat on the edge of the map with her consort. Her entourage joined, including various legendary weapon masters. When I used Runesmith to move her inside, she and her consort ran all the way back to the border. Sounds similar to the old 'non-dwarven king' bug.[[User:Uzu Bash|Uzu Bash]] 15:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got the message box informing me of the arrival of the king and his full entourage, but after a the immigrants had all arrived I found out that I had gotten a four legendary military dorfs, but no king or queen consort. I think this is also a bug, though I'm not complaining as I'm quite capable of surviving without a king to make demands. --[[User:Egodeus|Egodeus]] 03:44, 8 June 2011 (UTC)&lt;br /&gt;
:It's likely that your civilization never had a monarch to begin with (i.e. the last one died during worldgen and was never replaced). Also, even if you '''had''' gotten a King, he never would've made many mandates anyways due to the &amp;quot;worldgen units have no preferences&amp;quot; bug (and demands are extremely uncommon, so you'd probably never see any of those either). --[[User:Quietust|Quietust]] 03:55, 8 June 2011 (UTC)&lt;br /&gt;
::Ok, thanks. I'll try to verify that that happened when I start up the game this evening. --[[User:Egodeus|Egodeus]] 11:21, 9 June 2011 (UTC)&lt;br /&gt;
::Yep, the last queen of the civilization my dwarves come from starved some fifteen centuries ago. I wonder why they never bothered to install a new one? --[[User:Egodeus|Egodeus]] 14:17, 9 June 2011 (UTC)&lt;br /&gt;
::Because the whole civilization had been depopulated from starvation at that point. I'm pretty sure this is a bug. --[[User:Egodeus|Egodeus]] 10:30, 27 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Arrival of the king==&lt;br /&gt;
This might be a stupid question, but I don't really get the &amp;quot;wealth in roads&amp;quot;-part of the arrival condition. Does it mean exports, building paved roads or something else? [[User:Aavemursu|Aavemursu]] 28 October 2010&lt;br /&gt;
    The Wealth In Roads is just the worth of the items you used to build paved roads. You can use Steel bars to     fulfill the requirement really fast.&lt;br /&gt;
::You can also use bridges which count toward road value - Celem&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
This seems completely removed from 2010 Df.  Only trigger to monarch seems to be previously known requirements and duchy -Celem&lt;br /&gt;
&lt;br /&gt;
Doesn't seem to be true. In extreme circumstances, the king does come when adamantine is found, but only a very large amount, relatively speaking. If adamantine is modded to be as common as microcline, then the monarch may come early. Research [http://www.bay12forums.com/smf/index.php?topic=88787.0 here]. --[[User:Putnam|Putnam]] 22:24, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Death of a King==&lt;br /&gt;
What happens to the state of the world if your monarch dies at your fortress? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:70.76.91.114|70.76.91.114]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I believe you get another one. [[User:Doomdome|Doomdome]] 00:29, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I havent yet tested this in 2010.  However there is usually no mechanism for replacing a monarch lost like this.  Monarchs that die during worldgen are succeeded by their heir or a new line begins.  Those that die at your fortress do not get replaced. -Celem&lt;br /&gt;
&lt;br /&gt;
== Not a bad Queen at all ==&lt;br /&gt;
&lt;br /&gt;
I was desperate for some legendary warriors, so I decided to try to attract a king or queen. Sure mandates can be annoying, but hopefully worth it.&lt;br /&gt;
&lt;br /&gt;
Eventually the Queen arrived with her consort. Neither of them has any preferences for materials or items, and they haven't made any mandates at all. They will happily haul things around, operate pumps, and even join the army! &lt;br /&gt;
&lt;br /&gt;
Did I get lucky, or do Kings and Queens normally not have preferences for anything? Do they normally make mandates?&lt;br /&gt;
&lt;br /&gt;
:I seem to recall they did in 40d, but I had the same experience as you with a King in DF2010.  He seems to be weirdly aloof, actually; most thoughts don't seem to stick to him.  If I recall correctly, he cares about his length of patrol duty, slaughter, and very little else.  Environmental objects, food and drink, and sleeping in his Royal Bedroom all leave him completely unfazed. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:20, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suspect this is all to do with existing during world gen, incidentally.  Much like the fact that he has Tracker skill. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:21, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== does 140 population is demand? ==&lt;br /&gt;
Does Monarch need to many inferiors? Count and Baron in DF2010 have decreased own desires. --[[User:Cypselus|Cypselus]]&lt;br /&gt;
&lt;br /&gt;
I can't understand what you're asking there.  But I just noticed this in the d_init.txt file:&lt;br /&gt;
&lt;br /&gt;
 You can set the maximum population of your fortress here.  Keep in mind that your&lt;br /&gt;
 population must be at least 80 to get a king and 100 to obtain the current game&lt;br /&gt;
 features.&lt;br /&gt;
 &lt;br /&gt;
 [POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
Can we simply assume that the comment text is completely outdated and wrong? --[[User:Greycat|Greycat]] 13:40, 25 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch Arrives and Dies Instantly ==&lt;br /&gt;
So I achieved the requirements of becoming the capital, so a queen arrived at my fortress. However, on the instant that she set foot onto the map, she died of old age. What happens now?&lt;br /&gt;
April 17, 2011&lt;/div&gt;</summary>
		<author><name>Putnam</name></author>
	</entry>
</feed>