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	<updated>2026-04-07T05:32:15Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20149</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20149"/>
		<updated>2008-04-07T06:02:06Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Dwarves are considered '''children''' for their first twelve years. They learn how to become a dwarf through living in and participating in dwarven society with no formal schools, apprenticeships or other formal learning; even parenting seems quite minimal.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; dwarves may also give birth to children. This can be stopped or reduced by editing the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
Some fortresses seem to have a higher fertility rate than others.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
Children may not be assigned any labors, but perform some activities without any intervention:&lt;br /&gt;
&lt;br /&gt;
* socialising, through arranging [[party|parties]] in [[meeting hall]]s;&lt;br /&gt;
* [[harvest|harvesting]] [[crops]], if the 'All dwarves harvest' order is on;&lt;br /&gt;
* removing [[construction]]s (such as walls, floors, ramps);&lt;br /&gt;
* pulling [[lever]]s;&lt;br /&gt;
* filling designated ponds;&lt;br /&gt;
* [[hauling]] items to the [[trade depot]];&lt;br /&gt;
* eating, drinking, and sleeping as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]].&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Children seem to eat and drink with similar preferences to adult dwarves, including a preference for [[alcohol]] over plain water. &lt;br /&gt;
&lt;br /&gt;
==Kidnapping==&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap young dwarves by stuffing one in a sack and hightailing it out of there. Like stolen objects, children who are removed from the map are lost forever.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
[[Strange mood]]s affect children in the same way as adults. [[Experience]] gained through a strange mood will lead to the dwarf having legendary skill in either [[woodcrafting]], [[bone carving]] or [[stonecrafting]], depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
==Adulthood==&lt;br /&gt;
At the age of twelve, children become adult [[dwarf|dwarves]]. While most then become unskilled peasants, those who have successfully completed a strange mood other than possession will become legendary [[craftsdwarf|Craftsdwarves]]; those who help in harvesting plants throughout childhood may have built up sufficient experience points in the [[grower]] skill to become Planters. &lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst. This is aimed to be fixed at a later update.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8082</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8082"/>
		<updated>2008-03-05T20:14:58Z</updated>

		<summary type="html">&lt;p&gt;RP: /* River freeze */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Reaction Additions=&lt;br /&gt;
All additions to the raw files require a new world to be created to take effect.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world.&lt;br /&gt;
&lt;br /&gt;
Worlds created before the modifications were made won't be playable unless the previous version of the raw file is restored. Save your custom raw files if you want to continue playing your game at some future point.&lt;br /&gt;
&lt;br /&gt;
Attempting to play worlds not generated with identical reaction additions will fail on load.&lt;br /&gt;
&lt;br /&gt;
==Easy Adamantine==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
     [REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
     [NAME:make adamantine wafers]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT]&lt;br /&gt;
     [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
==Make Stone Into Logs==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
     [REACTION:FREE_WOOD]&lt;br /&gt;
     [NAME:stone to wood]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
     [PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&lt;br /&gt;
&lt;br /&gt;
to reaction_standard.txt. As with any custom addition to the raws, you must generate a new world to use it.&lt;br /&gt;
&lt;br /&gt;
=Creature Token Modifications=&lt;br /&gt;
Note that as above, many of these changes will require a new world.  The example listed below is a notable exception.&lt;br /&gt;
&lt;br /&gt;
==If you feel you need your enemies (or victims) to drop better loot...==&lt;br /&gt;
...add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do ''not'' need to make a new world for this to work, and that you can even change this entry in-between saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
=River Freeze=&lt;br /&gt;
By setting temperature to NO in the init.txt file, a frozen river will remain frozen even during summer, allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
=Savescumming=&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8081</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8081"/>
		<updated>2008-03-05T19:22:35Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Creature Token Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Reaction Additions=&lt;br /&gt;
All additions to the raw files require a new world to be created to take effect.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world.&lt;br /&gt;
&lt;br /&gt;
Worlds created before the modifications were made won't be playable unless the previous version of the raw file is restored. Save your custom raw files if you want to continue playing your game at some future point.&lt;br /&gt;
&lt;br /&gt;
Attempting to play worlds not generated with identical reaction additions will fail on load.&lt;br /&gt;
&lt;br /&gt;
==Easy Adamantine==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
     [REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
     [NAME:make adamantine wafers]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT]&lt;br /&gt;
     [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
==Make Stone Into Logs==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
     [REACTION:FREE_WOOD]&lt;br /&gt;
     [NAME:stone to wood]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
     [PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&lt;br /&gt;
&lt;br /&gt;
to reaction_standard.txt. As with any custom addition to the raws, you must generate a new world to use it.&lt;br /&gt;
&lt;br /&gt;
=Creature Token Modifications=&lt;br /&gt;
Note that as above, many of these changes will require a new world.  The example listed below is a notable exception.&lt;br /&gt;
&lt;br /&gt;
==If you feel you need your enemies (or victims) to drop better loot...==&lt;br /&gt;
...add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do ''not'' need to make a new world for this to work, and that you can even change this entry in-between saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
=River freeze=&lt;br /&gt;
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
=Savescumming=&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8080</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8080"/>
		<updated>2008-03-05T19:13:43Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Reaction Additions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Reaction Additions=&lt;br /&gt;
All additions to the raw files require a new world to be created to take effect.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world.&lt;br /&gt;
&lt;br /&gt;
Worlds created before the modifications were made won't be playable unless the previous version of the raw file is restored. Save your custom raw files if you want to continue playing your game at some future point.&lt;br /&gt;
&lt;br /&gt;
Attempting to play worlds not generated with identical reaction additions will fail on load.&lt;br /&gt;
&lt;br /&gt;
==Easy Adamantine==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
     [REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
     [NAME:make adamantine wafers]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT]&lt;br /&gt;
     [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
==Make Stone Into Logs==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
     [REACTION:FREE_WOOD]&lt;br /&gt;
     [NAME:stone to wood]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
     [PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&lt;br /&gt;
&lt;br /&gt;
to reaction_standard.txt. As with any custom addition to the raws, you must generate a new world to use it.&lt;br /&gt;
&lt;br /&gt;
=Creature Token Modifications=&lt;br /&gt;
&lt;br /&gt;
Note that as above, many of these changes will require a new world.  The example listed below is a notable exception.&lt;br /&gt;
&lt;br /&gt;
==If you feel you need your enemies (or victims) to drop better loot...==&lt;br /&gt;
..add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do *not* need to make a new world for this to work, and that you can even change this entry inbetween saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
=River freeze=&lt;br /&gt;
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
=Savescumming=&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8079</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8079"/>
		<updated>2008-03-05T18:40:36Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Easy Adamantine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Reaction Additions=&lt;br /&gt;
All additions to the Raw Files require a new world to be created.&amp;lt;br /&amp;gt;&lt;br /&gt;
Generally speaking, *modifications* to an existing entry in a Raw File don't require a new world.&amp;lt;br /&amp;gt;&lt;br /&gt;
Worlds created before the addition are not playable unless the previous version of the Raw File is restored.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, attempting to play worlds not generated with identical reaction additions will also fail.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Easy Adamantine==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
     [REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
     [NAME:make adamantine wafers]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT]&lt;br /&gt;
     [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
==Make stone into logs==&lt;br /&gt;
&lt;br /&gt;
     [REACTION:FREE_WOOD]&lt;br /&gt;
     [NAME:stone to wood]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
     [PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&lt;br /&gt;
&lt;br /&gt;
Same as above, just add this to reaction_standard.txt. As with any custom addition to the raws, you must generate a new world to use it.&lt;br /&gt;
&lt;br /&gt;
=Creature Token Modifications=&lt;br /&gt;
&lt;br /&gt;
Note that as above, many of these changes will require a new world.  The example listed below is a notable exception.&lt;br /&gt;
&lt;br /&gt;
==If you feel you need your enemies (or victims) to drop better loot...==&lt;br /&gt;
..add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do *not* need to make a new world for this to work, and that you can even change this entry inbetween saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
=River freeze=&lt;br /&gt;
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
=Savescumming=&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8078</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8078"/>
		<updated>2008-03-05T18:37:52Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Make stone into logs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Reaction Additions=&lt;br /&gt;
All additions to the Raw Files require a new world to be created.&amp;lt;br /&amp;gt;&lt;br /&gt;
Generally speaking, *modifications* to an existing entry in a Raw File don't require a new world.&amp;lt;br /&amp;gt;&lt;br /&gt;
Worlds created before the addition are not playable unless the previous version of the Raw File is restored.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, attempting to play worlds not generated with identical reaction additions will also fail.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Easy Adamantine==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
[REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
&lt;br /&gt;
[SMELTER]&lt;br /&gt;
&lt;br /&gt;
[REAGENT]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
Into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
==Make stone into logs==&lt;br /&gt;
&lt;br /&gt;
     [REACTION:FREE_WOOD]&lt;br /&gt;
     [NAME:stone to wood]&lt;br /&gt;
     [SMELTER]&lt;br /&gt;
     [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
     [PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&lt;br /&gt;
&lt;br /&gt;
Same as above, just add this to reaction_standard.txt. As with any custom addition to the raws, you must generate a new world to use it.&lt;br /&gt;
&lt;br /&gt;
=Creature Token Modifications=&lt;br /&gt;
&lt;br /&gt;
Note that as above, many of these changes will require a new world.  The example listed below is a notable exception.&lt;br /&gt;
&lt;br /&gt;
==If you feel you need your enemies (or victims) to drop better loot...==&lt;br /&gt;
..add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do *not* need to make a new world for this to work, and that you can even change this entry inbetween saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
=River freeze=&lt;br /&gt;
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
=Savescumming=&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8077</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8077"/>
		<updated>2008-03-05T18:27:55Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Make stone into logs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Reaction Additions=&lt;br /&gt;
All additions to the Raw Files require a new world to be created.&amp;lt;br /&amp;gt;&lt;br /&gt;
Generally speaking, *modifications* to an existing entry in a Raw File don't require a new world.&amp;lt;br /&amp;gt;&lt;br /&gt;
Worlds created before the addition are not playable unless the previous version of the Raw File is restored.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, attempting to play worlds not generated with identical reaction additions will also fail.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Easy Adamantine==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
[REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
&lt;br /&gt;
[SMELTER]&lt;br /&gt;
&lt;br /&gt;
[REAGENT]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
Into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
==Make stone into logs==&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_WOOD]&amp;lt;br&amp;gt;&lt;br /&gt;
[NAME:stone to wood]&amp;lt;br&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br&amp;gt;&lt;br /&gt;
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&amp;lt;br&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Same as above, just add this to reaction_standard.txt. As with any custom addition to the raws, you must generate a new world to use it.&lt;br /&gt;
&lt;br /&gt;
=Creature Token Modifications=&lt;br /&gt;
&lt;br /&gt;
Note that as above, many of these changes will require a new world.  The example listed below is a notable exception.&lt;br /&gt;
&lt;br /&gt;
==If you feel you need your enemies (or victims) to drop better loot...==&lt;br /&gt;
..add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do *not* need to make a new world for this to work, and that you can even change this entry inbetween saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
=River freeze=&lt;br /&gt;
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
=Savescumming=&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33227</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33227"/>
		<updated>2008-02-28T12:32:34Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Version 0.10-any */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33226</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33226"/>
		<updated>2008-02-28T12:27:50Z</updated>

		<summary type="html">&lt;p&gt;RP: Version 0.10-any&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! - RP&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=25441</id>
		<title>40d:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=25441"/>
		<updated>2008-02-23T17:52:42Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Size does matter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''' is material made out of [[cloth]] or [[leather]] which is worn by sentient humanoid creatures to protect them from the elements.  Articles of clothing are similar in concept to [[armor]] and distinguished only by the fact that they do not provide significant protection against melee attacks; clothing is intended for comfort, not combat.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as finished goods, and may be stored in bins.&lt;br /&gt;
&lt;br /&gt;
Humans, dwarves, and elves do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and trousers and males wearing dresses.{{version|0.27.169.33a}}  One could call Dwarf Fortress a paragon of gender equality.&lt;br /&gt;
&lt;br /&gt;
== Size does matter ==&lt;br /&gt;
Clothing and armor marked as 'large' can not be made or worn by dwarves, but will still be offered by human and elven caravans. 'Small' articles of clothing and armor usually come from killed kobolds and are also unusable. Items labeled as 'narrow' come from goblins and can't be made or worn either. However, all of these can be sold to caravans for a nice price.&lt;br /&gt;
&lt;br /&gt;
==Articles==&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, the following articles of clothing exist:&lt;br /&gt;
&lt;br /&gt;
; Bodywear&lt;br /&gt;
: Coat &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Shirt &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cloak &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Tunic &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Toga &amp;amp;ndash; uncommon for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cape &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Vest &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Dress &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Robe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
; Legwear&lt;br /&gt;
: Trousers &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Loincloth &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Thong &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Short Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Long Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Braies &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Headwear&lt;br /&gt;
: Cap &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Hood &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Turban &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Mask &amp;amp;ndash; uncommon for [[goblin]]s, rare for [[human]]s&lt;br /&gt;
: Head Veil &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Face Veil &amp;amp;ndash; rare for [[human]]s only&lt;br /&gt;
: Headscarf &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Handwear&lt;br /&gt;
: Glove &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Mitten &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Footwear&lt;br /&gt;
: Shoe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: High Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Low Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Sandal &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Chausse &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Sock &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
==Pairs==&lt;br /&gt;
&lt;br /&gt;
Some articles of clothing or armor, when made at a [[clothier's shop]], [[leather works]] or [[craftdwarf's workshop]], will produce pairs.  Specifically, all handwear and footwear will be produced in pairs: each job tasked at such a workshop will always make two out of a single piece of cloth or leather, one for each limb. [[Greaves]] also come in pairs but are not made from one piece.&lt;br /&gt;
&lt;br /&gt;
==Layering of clothing==&lt;br /&gt;
&lt;br /&gt;
Clothing in the game has four layers: ''under'', ''over'', ''armor'', and ''cover''.  Each article of clothing is intended for only one of these purposes.&lt;br /&gt;
&lt;br /&gt;
* Clothing identified as ''under'' is intended to be worn directly against the skin.&lt;br /&gt;
* Clothing specified as ''over'' is a thin covering to be worn over top of under wear.&lt;br /&gt;
* Clothing classified for ''armor'' is intended to be worn over top of clothing to protect the person more generally.&lt;br /&gt;
* Clothing categorised as ''cover'' is worn over top of everything, including armour, usually for insulation against cold climates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Under&lt;br /&gt;
! Over&lt;br /&gt;
! Armor&lt;br /&gt;
! Cover&lt;br /&gt;
|-&lt;br /&gt;
|Bodywear||Shirt, Dress, Tunic||Coat, Toga, Vest, Robe||Plate mail, Chain mail||Cloak, Cape&lt;br /&gt;
|-&lt;br /&gt;
|Legwear||Loincloth, Thong, Braies||Pants, Skirt, Short skirt, Long skirt||Greaves, Leggings||&lt;br /&gt;
|-&lt;br /&gt;
|Handwear||Gloves||||Gauntlets||Mittens&lt;br /&gt;
|-&lt;br /&gt;
|Headwear||Mask, Face veil||Cap, Turban, Head veil, Headscarf||Helm||Hood&lt;br /&gt;
|-&lt;br /&gt;
|Footwear||Chausses, Socks||Shoes, High boots, Low boots, Sandals||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Clothier's shop]]&lt;br /&gt;
* [[Leather works]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Leather]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17756</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17756"/>
		<updated>2008-02-23T03:15:07Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Passive Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A siege is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, raise the draw bridges and pray you've enough food stocks to last the winter.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will send kidnappers once your fort's population or wealth reaches a certain amount, and will start sieging once your population reaches 80. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even evil human mercenaries) and sometimes mounted on beak dogs, and occasionally accompanied by up to 3 squads of 5-8 trolls. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Troll]]s are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Unknown if humans still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Unknown if elves still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or wealth. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their arrows have been exhausted.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help.&lt;br /&gt;
&lt;br /&gt;
*A moat can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results. Even when not filled, a 1-tile wide [[channel]] is a fast and effective way of stopping besiegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during a siege. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the siege, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13951</id>
		<title>40d:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13951"/>
		<updated>2008-02-23T02:51:38Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Election&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with [[Liaison]]&lt;br /&gt;
* Leadership&lt;br /&gt;
* Listen to complaints&lt;br /&gt;
}}&lt;br /&gt;
When the population of a fortress reaches 50, the [[Expedition leader]] becomes the Mayor.&lt;br /&gt;
&lt;br /&gt;
After a period of time, the fortress's dwarves may elect a new Mayor, who will demand the rooms accordingly. The former Mayor will revert to the job they had previously and will no longer require those rooms.&lt;br /&gt;
&lt;br /&gt;
The Mayor will listen to complaints of the other dwarves - this will give them a happy [[thought]], while giving the mayor an unhappy one.&lt;br /&gt;
&lt;br /&gt;
The amount of [[friends]] a dwarf has may be the main factor in his election to the office of Mayor. &lt;br /&gt;
It is still possible for a dwarf with no [[social skills]] to be elected over a dwarf who has them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13950</id>
		<title>40d:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13950"/>
		<updated>2008-02-23T02:47:23Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Election&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with [[Liaison]]&lt;br /&gt;
* Leadership&lt;br /&gt;
* Listen to complaints&lt;br /&gt;
}}&lt;br /&gt;
When the population of a fortress reaches 50, the [[Expedition leader]] becomes the Mayor.&lt;br /&gt;
&lt;br /&gt;
After a period of time, the fortress's dwarves may elect a new Mayor, who will demand the rooms accordingly. The former Mayor will revert to the job they had previously and will no longer require those rooms.&lt;br /&gt;
&lt;br /&gt;
The Mayor will listen to complaints of the other dwarves - this will give them a happy [[thought]], while giving the mayor an unhappy one.&lt;br /&gt;
&lt;br /&gt;
The amount of [[friends]] a dwarf has may be the main factor in his election to the office of Mayor. &lt;br /&gt;
It is still possible for a dwarf with no [[Social skills]] to be elected over a dwarf who has them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bronze_colossus&amp;diff=23129</id>
		<title>40d:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bronze_colossus&amp;diff=23129"/>
		<updated>2008-02-20T16:32:47Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Bronze Colossus|symbol=C|color=rgb(255, 255, 0)|&lt;br /&gt;
bones=-|chunks=-|meat=-|fat=-|skulls=-|skin=-|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' is a [[:Category:Megabeasts|megabeast]] that can rapidly heal wounds inflicted by traps, destroy buildings from 1 space away (perhaps symbolizing its long reach), and toss the defenders of a fort around as if they were toy anvils. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them.&lt;br /&gt;
&lt;br /&gt;
Strangely, this creature has eyes, but removing them won't do much as these metal monstrosities don't bleed or feel pain.&lt;br /&gt;
&lt;br /&gt;
Upon its death a bronze colossus becomes a [[item_value|masterwork]] bronze [[statue]], great decoration for a grand entrance hall.&lt;br /&gt;
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{{Game_Data|[CREATURE:COLOSSUS_BRONZE]&lt;br /&gt;
 	[NAME:bronze colossus:bronze colossuses:bronze colossus]&lt;br /&gt;
 	[TILE:'C'][COLOR:6:0:0]&lt;br /&gt;
 	[MEGABEAST]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 	[FANCIFUL]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:height]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 	[NOT_BUTCHERABLE]&lt;br /&gt;
 	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
 		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
 	[BUILDINGDESTROYER:2]&lt;br /&gt;
 	[DAMBLOCK:8]&lt;br /&gt;
 	[NOFEAR]&lt;br /&gt;
 	[SIZE:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[BIOME_ANY_LAND]&lt;br /&gt;
 	[ITEMCORPSE:STATUE:NO_SUBTYPE:METAL:BRONZE]&lt;br /&gt;
 	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
 	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
 	[NO_GENDER]&lt;br /&gt;
 	[MATERIAL:METAL:BRONZE]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7373</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7373"/>
		<updated>2008-02-20T16:11:22Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Dwarves in Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in fortresses carved from [[mountain]]s. They are the featured [[race]] of [[Dwarf Fortress mode|Fortress Mode]], and also a one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependant, and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s. Dwarves and most other creatures have an incredible ability to build up enormous strength by throwing pebbles around the place.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Dwarven [[child]]ren become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven mountainhomes and outposts do not have any [[shop]]s, but usually have a variety of fighters to recruit. Outposts have or quest giver{{verify}}, but the monarch of each civilization will give quests at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, Dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
        [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
        [TILE:1][COLOR:3:0:0]&lt;br /&gt;
        [GENPOWER:3]&lt;br /&gt;
        [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
        [INTELLIGENT]&lt;br /&gt;
        [TRANCES]&lt;br /&gt;
        [BENIGN]&lt;br /&gt;
        [CANOPENDOORS]&lt;br /&gt;
        [PREFSTRING:beards]&lt;br /&gt;
        [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
  THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
        [STOUT]&lt;br /&gt;
        [MAXAGE:150:170]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
        [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
        [DAMBLOCK:1]&lt;br /&gt;
        [FAT:3]&lt;br /&gt;
        [SIZE:6]&lt;br /&gt;
        [EQUIPS]&lt;br /&gt;
        [CAVE_ADAPT]&lt;br /&gt;
        [DIURNAL]&lt;br /&gt;
        [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
        [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
        [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
        [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
        [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
        [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
        [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
        [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
        [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
        [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
        [SPEECH:dwarf.txt]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:50]&lt;br /&gt;
        [ALCOHOL_DEPENDENT]&lt;br /&gt;
        [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
        [PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
        [PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
        [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20564</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20564"/>
		<updated>2008-02-20T16:07:45Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are ferocious predatory [[:Category:Megabeasts|megabeasts]] which are extremely hostile and difficult to kill. In addition to bite and claw attacks, they can breathe [[fire]] over a considerable area, which can cause things such as grass, equipment and people to ignite. When a dragon enters your area, the game will announce its presence and its name.  It will then proceed to eat you.  Quickly.&lt;br /&gt;
&lt;br /&gt;
Despite that, it is possible for relatively small groups of dwarves (even as few as 8) to take down dragons, especially if there are high proportions of relatively well trained [[marksdwarf|marksdwarves]] available.  However, this can result in a high proportion of indirect deaths caused by the handling of burning goods and materials, unless the player is quick about forbidding items that catch fire.&lt;br /&gt;
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{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
 	[NAME:dragon:dragons:draconic]&lt;br /&gt;
 	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
 	[MODVALUE:50]&lt;br /&gt;
 	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
 	[FANCIFUL]&lt;br /&gt;
 	[MEGABEAST]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[FREQUENCY:5]&lt;br /&gt;
 	[PETVALUE:10000]&lt;br /&gt;
 	[GRASSTRAMPLE:50]&lt;br /&gt;
 	[BONECARN][PET_EXOTIC]&lt;br /&gt;
 	[BUILDINGDESTROYER:2]&lt;br /&gt;
 	[NOFEAR]&lt;br /&gt;
 	[LIKES_FIGHTING]&lt;br /&gt;
 	[PREFSTRING:terrible majesty]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
 	[SIZE:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[BIOME_ANY_LAND]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bronze_colossus&amp;diff=23128</id>
		<title>40d:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bronze_colossus&amp;diff=23128"/>
		<updated>2008-02-20T16:05:33Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Bronze Colossus|symbol=C|color=rgb(255, 255, 0)|&lt;br /&gt;
bones=-|chunks=-|meat=-|fat=-|skulls=-|skin=-|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' is a [[:Category:Megabeasts|megabeast]] that can rapidly heal its wounds imposed by one's traps, destroy buildings from 1 space away (symbolizing its long reach perhaps), and toss around the defenders of a fort as if they were toy anvils.&lt;br /&gt;
&lt;br /&gt;
Strangely, this creature has eyes, but removing them won't do much as these metal monstrosities don't bleed or feel pain.&lt;br /&gt;
&lt;br /&gt;
Upon its death a bronze colossus becomes a [[item_value|masterwork]] bronze statue, great decoration for a grand entrance hall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:COLOSSUS_BRONZE]&lt;br /&gt;
 	[NAME:bronze colossus:bronze colossuses:bronze colossus]&lt;br /&gt;
 	[TILE:'C'][COLOR:6:0:0]&lt;br /&gt;
 	[MEGABEAST]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 	[FANCIFUL]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:height]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 	[NOT_BUTCHERABLE]&lt;br /&gt;
 	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
 		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
 	[BUILDINGDESTROYER:2]&lt;br /&gt;
 	[DAMBLOCK:8]&lt;br /&gt;
 	[NOFEAR]&lt;br /&gt;
 	[SIZE:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[BIOME_ANY_LAND]&lt;br /&gt;
 	[ITEMCORPSE:STATUE:NO_SUBTYPE:METAL:BRONZE]&lt;br /&gt;
 	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
 	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
 	[NO_GENDER]&lt;br /&gt;
 	[MATERIAL:METAL:BRONZE]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_token&amp;diff=13772</id>
		<title>40d:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_token&amp;diff=13772"/>
		<updated>2008-02-03T18:01:33Z</updated>

		<summary type="html">&lt;p&gt;RP: /* Item type tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are to be used with certain [[Creature Tokens]] (such as ITEMCORPSE) as well as in [[Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An item is described by four tokens, as such:&lt;br /&gt;
&lt;br /&gt;
 [&amp;lt;whatever is asking for the token&amp;gt;:TYPE:SUBTYPE:MATERIAL:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
==Item type tokens==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| SMALLGEM || Cut gemstones usable in jeweler's workshop&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKS || Blocks of any kind&lt;br /&gt;
|-&lt;br /&gt;
| ROUGH || Raw gemstones&lt;br /&gt;
|-&lt;br /&gt;
| STONE || Raw mined stone&lt;br /&gt;
|-&lt;br /&gt;
| WOOD || Wooden logs&lt;br /&gt;
|-&lt;br /&gt;
| DOOR || Doors&lt;br /&gt;
|-&lt;br /&gt;
| FLOODGATE || Floodgates&lt;br /&gt;
|-&lt;br /&gt;
| BED || Beds&lt;br /&gt;
|-&lt;br /&gt;
| CHAIR || Chairs and thrones&lt;br /&gt;
|-&lt;br /&gt;
| CHAIN || Chains and ropes&lt;br /&gt;
|-&lt;br /&gt;
| FLASK || Flasks&lt;br /&gt;
|-&lt;br /&gt;
| GOBLET || Goblets&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT || Musical instruments&lt;br /&gt;
|-&lt;br /&gt;
| TOY || Toys&lt;br /&gt;
|-&lt;br /&gt;
| WINDOW || &lt;br /&gt;
|-&lt;br /&gt;
| CAGE || Cages&lt;br /&gt;
|-&lt;br /&gt;
| BARREL || Barrels&lt;br /&gt;
|-&lt;br /&gt;
| BUCKET || Buckets&lt;br /&gt;
|-&lt;br /&gt;
| ANIMALTRAP || Traps for animals&lt;br /&gt;
|-&lt;br /&gt;
| TABLE || Tables&lt;br /&gt;
|-&lt;br /&gt;
| COFFIN || Coffins and caskets&lt;br /&gt;
|-&lt;br /&gt;
| STATUE || Statues&lt;br /&gt;
|-&lt;br /&gt;
| CORPSE || Dead things&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON || Weapons&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR || Armor&lt;br /&gt;
|-&lt;br /&gt;
| SHOES || Shoes&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD || Shields&lt;br /&gt;
|-&lt;br /&gt;
| HELM || Hats&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES || Gloves&lt;br /&gt;
|-&lt;br /&gt;
| BOX || Chests, coffers, and boxes&lt;br /&gt;
|-&lt;br /&gt;
| BIN || Bins&lt;br /&gt;
|-&lt;br /&gt;
| SAND || Sand&lt;br /&gt;
|-&lt;br /&gt;
| ARMORSTAND || Armor stands&lt;br /&gt;
|-&lt;br /&gt;
| WEAPONRACK || Weapon racks&lt;br /&gt;
|-&lt;br /&gt;
| CABINET || Cabinets&lt;br /&gt;
|-&lt;br /&gt;
| FIGURINE || &lt;br /&gt;
|-&lt;br /&gt;
| AMULET || Amulets&lt;br /&gt;
|-&lt;br /&gt;
| SCEPTER || Scepters&lt;br /&gt;
|-&lt;br /&gt;
| AMMO || Ammunition for hand-held weapons&lt;br /&gt;
|-&lt;br /&gt;
| CROWN || Crowns&lt;br /&gt;
|-&lt;br /&gt;
| RING || Rings&lt;br /&gt;
|-&lt;br /&gt;
| EARRING || Earrings&lt;br /&gt;
|-&lt;br /&gt;
| BRACELET || Bracelets&lt;br /&gt;
|-&lt;br /&gt;
| GEM || Large gems&lt;br /&gt;
|-&lt;br /&gt;
| ANVIL || Anvils&lt;br /&gt;
|-&lt;br /&gt;
| CORPSEPIECE || Body parts&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS || Dead vermin bodies&lt;br /&gt;
|-&lt;br /&gt;
| MEAT || Butchered meat&lt;br /&gt;
|-&lt;br /&gt;
| FISH || Prepared fish&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAW || Unprepared fish&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN || &lt;br /&gt;
|-&lt;br /&gt;
| PET || &lt;br /&gt;
|-&lt;br /&gt;
| SEEDS || Seeds from plants&lt;br /&gt;
|-&lt;br /&gt;
| PLANT || Plants&lt;br /&gt;
|-&lt;br /&gt;
| SKIN_RAW || Untanned skins&lt;br /&gt;
|-&lt;br /&gt;
| SKIN_TANNED || Tanned skins&lt;br /&gt;
|-&lt;br /&gt;
| BONES || Bones from critters&lt;br /&gt;
|-&lt;br /&gt;
| SHELL || Shells from critters that have them&lt;br /&gt;
|-&lt;br /&gt;
| LEAVES || Leaves from certain plants after processing&lt;br /&gt;
|-&lt;br /&gt;
| THREAD || Thread gathered from webs or made at the farmer's workshop&lt;br /&gt;
|-&lt;br /&gt;
| CLOTH || Cloth made at the loom&lt;br /&gt;
|-&lt;br /&gt;
| TOTEM || Totems&lt;br /&gt;
|-&lt;br /&gt;
| SKULL || Skulls of dead critters&lt;br /&gt;
|-&lt;br /&gt;
| PANTS || Pants&lt;br /&gt;
|-&lt;br /&gt;
| BACKPACK || Backpacks&lt;br /&gt;
|-&lt;br /&gt;
| QUIVER || Quivers&lt;br /&gt;
|-&lt;br /&gt;
| CATAPULTPARTS || Catapult parts&lt;br /&gt;
|-&lt;br /&gt;
| BALLISTAPARTS || Ballista parts&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO || Siege ammo&lt;br /&gt;
|-&lt;br /&gt;
| BALLISTARROWHEAD || Arrow heads for ballista bolts&lt;br /&gt;
|-&lt;br /&gt;
| TRAPPARTS || Parts for large deadly traps&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP || &lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT || Extracts from certain plants and creatures.&lt;br /&gt;
|-&lt;br /&gt;
| POTION || &lt;br /&gt;
|-&lt;br /&gt;
| DRINK || &lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC || &lt;br /&gt;
|-&lt;br /&gt;
| CHEESE || Cheeses&lt;br /&gt;
|-&lt;br /&gt;
| FOOD || Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC || &lt;br /&gt;
|-&lt;br /&gt;
| COIN || Coins&lt;br /&gt;
|-&lt;br /&gt;
| GLOB || &lt;br /&gt;
|-&lt;br /&gt;
| ROCK || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item subtype tokens==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUBTYPE || No specific subtype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material tokens==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;5%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | #&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Token&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || WOOD&lt;br /&gt;
|-  &lt;br /&gt;
| 2 || STONE&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || METAL&lt;br /&gt;
|-  &lt;br /&gt;
| 4 || BONE&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || IVORY&lt;br /&gt;
|-  &lt;br /&gt;
| 6 || HORN&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || AMBER&lt;br /&gt;
|-  &lt;br /&gt;
| 8 || CORAL&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || PEARL&lt;br /&gt;
|-  &lt;br /&gt;
| 10 || SHELL&lt;br /&gt;
|-  &lt;br /&gt;
| 11 || LEATHER&lt;br /&gt;
|-  &lt;br /&gt;
| 12 || SILK&lt;br /&gt;
|-  &lt;br /&gt;
| 13 || PLANT_ALCOHOL&lt;br /&gt;
|-  &lt;br /&gt;
| 14 || GLASS_GREEN&lt;br /&gt;
|-  &lt;br /&gt;
| 15 || GLASS_CLEAR&lt;br /&gt;
|-  &lt;br /&gt;
| 16 || GLASS_CRYSTAL&lt;br /&gt;
|-  &lt;br /&gt;
| 17 || SAND&lt;br /&gt;
|-  &lt;br /&gt;
| 18 || COAL&lt;br /&gt;
|-  &lt;br /&gt;
| 19 || POTASH&lt;br /&gt;
|-  &lt;br /&gt;
| 20 || ASH&lt;br /&gt;
|-  &lt;br /&gt;
| 21 || PEARLASH&lt;br /&gt;
|-  &lt;br /&gt;
| 22 || LYE&lt;br /&gt;
|-  &lt;br /&gt;
| 23 || RENDERED_FAT&lt;br /&gt;
|-  &lt;br /&gt;
| 24 || SOAP_ANIMAL&lt;br /&gt;
|-  &lt;br /&gt;
| 25 || FAT&lt;br /&gt;
|-  &lt;br /&gt;
| 26 || MUD&lt;br /&gt;
|-  &lt;br /&gt;
| 27 || VOMIT&lt;br /&gt;
|-  &lt;br /&gt;
| 28 || BLOOD_NONSPECIFIC&lt;br /&gt;
|-  &lt;br /&gt;
| 29 || BLOOD_SPECIFIC&lt;br /&gt;
|-  &lt;br /&gt;
| 30 || SLIME&lt;br /&gt;
|-  &lt;br /&gt;
| 31 || SALT&lt;br /&gt;
|-  &lt;br /&gt;
| 32 || FILTH_B&lt;br /&gt;
|-  &lt;br /&gt;
| 33 || FILTH_Y&lt;br /&gt;
|-  &lt;br /&gt;
| 34 || UNKNOWN_SUBSTANCE&lt;br /&gt;
|-  &lt;br /&gt;
| 35 || GRIME&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19470</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19470"/>
		<updated>2008-01-13T12:57:00Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The iron man can be found dwelling on maps with chasms or cave complexes. Like undead, iron men will ignore missing limbs, never &amp;quot;give in to pain&amp;quot; the way normal creatures do, and never bleed to death. Because their attributes make them formidable melee fighters, the easiest way to kill them might be to dig down on the opposite side of an impassable barrier or terrain feature and have your marksdwarves shoot at it. When you kill an iron man, it leaves behind a [[item_value|masterpiece]] iron [[statue]]. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19469</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19469"/>
		<updated>2008-01-13T12:49:57Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The iron man can be found dwelling on maps with chasms or cave complexes. Like undead, iron men will ignore missing limbs, never &amp;quot;give in to pain&amp;quot; the way normal creatures do, and never bleed to death. Because their attributes make them formidable melee fighters, the easiest way to kill them might be to dig down on the opposite side of an impassable barrier or terrain feature and have your marksdwarves shoot at it. When you kill an iron man, it leaves behind a [[item_value|masterpiece]] iron statue. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quality&amp;diff=19505</id>
		<title>40d:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quality&amp;diff=19505"/>
		<updated>2008-01-13T12:46:48Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].  &lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship.  Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc).  Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot;  Such a masterpiece will cause the dwarf that created it to [[tantrum]] for a year if it is ever lost or destroyed. Masterpiece meals can be eaten safely, although allowing the food to rot will cause a tantrum. Using up masterpiece bolts will not cause a tantrum either; nor does trading them away to merchants.  Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown.&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19468</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19468"/>
		<updated>2007-12-27T16:30:32Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The iron man can be found dwelling on maps with chasms or cave complexes. Like undead, iron men will ignore missing limbs, never &amp;quot;give in to pain&amp;quot; the way normal creatures do, and never bleed to death. Because their attributes make them formidable melee fighters, the easiest way to kill them might be to dig down on the opposite side of an impassable barrier or terrain feature and have your marksdwarves shoot at it. When you kill an iron man, it leaves behind a masterpiece iron statue. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&amp;diff=21194</id>
		<title>40d:Mountain gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&amp;diff=21194"/>
		<updated>2007-12-27T09:05:33Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mountain gnomes are weak humanoid [[creatures]] that appear on mountainous maps. If you leave food out in the open, they will steal it, but otherwise they are harmless, will flee from your dwarves if confronted (to the point of being pushed off a cliff if necessary), and are easily killed. They can be killed by even unarmed, untrained dwarves; a drafted woodsman will make short work of even a pack of them.&lt;br /&gt;
&lt;br /&gt;
Mountain gnomes do not generally carry equipment. They cannot be butchered, and drop three [[bones]] and a [[skull]] when killed.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19467</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19467"/>
		<updated>2007-12-27T09:03:34Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The iron man can be found dwelling on maps with chasms or cave complexes. Like undead, iron men will ignore missing limbs, never &amp;quot;give in to pain&amp;quot; the way normal creatures do, and never bleed to death. The easiest way to kill them is dig down on the opposite side of an impassable barrier or terrain feature and have your marksdwarves shoot at it. When you kill an iron man, it leaves behind a masterpiece iron statue. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19552</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19552"/>
		<updated>2007-12-27T08:57:29Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire imps are nasty little creatures that live in [[magma]] vents.  They usually don't roam far from the vent, but they will surface and attack the odd dwarf who dares use their vent to fuel his [[magma smelter]].  They are rather small and easy to kill, but are able to breathe fire that deals high damage and ignites objects and creatures.  If you insist on using imp-infested magma for your metalworks, consider setting traps or stationing marksdwarves around the furnaces.  They cannot be butchered, but once killed their corpses will decay.  Crafts made from their bones are quite valuable.&lt;br /&gt;
&lt;br /&gt;
== Upon Decay ==&lt;br /&gt;
&lt;br /&gt;
* fire imp [[bone]]s [3]&lt;br /&gt;
* fire imp [[skull]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
 [NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
 [TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
 [MODVALUE:10]&lt;br /&gt;
 [LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
 [FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [GENPOWER:5]&lt;br /&gt;
 [BLOODTYPE:0]&lt;br /&gt;
 [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 [BONECARN]&lt;br /&gt;
 [CANOPENDOORS]&lt;br /&gt;
 [PREFSTRING:terrifying features]&lt;br /&gt;
 [BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 [NOBREATHE]&lt;br /&gt;
 [SIZE:3]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [EQUIPS]&lt;br /&gt;
 [FAT:1]&lt;br /&gt;
 [ALL_ACTIVE]&lt;br /&gt;
 [NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
 [POPULATION_NUMBER:15:30]&lt;br /&gt;
 [CLUSTER_NUMBER:3:5]&lt;br /&gt;
 [BIOME_SUBTERRANEAN_LAVA]&lt;br /&gt;
 [NO_GENDER]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10095]&lt;br /&gt;
 [SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 [HEATDAM_POINT:13000]&lt;br /&gt;
 [IGNITE_POINT:13500]&lt;br /&gt;
 [LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
 [LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
 [BONE_HEATDAM_POINT:14000]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19551</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19551"/>
		<updated>2007-12-27T08:55:31Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire imps are nasty little creatures that live in [[magma]] vents.  They usually don't roam far from the vent, but they will surface and attack the odd dwarf who dares use their vent to fuel his [[magma smelter]].  They are rather small and easy to kill, but able to breathe fire that deals high damage and sets objects and creatures on fire.  If you insist on using imp-infested magma for your metalworks, consider setting traps or stationing marksdwarves around the furnaces.  They cannot be butchered, but once killed their corpses will decay.  Crafts made from their bones are quite valuable.&lt;br /&gt;
&lt;br /&gt;
== Upon Decay ==&lt;br /&gt;
&lt;br /&gt;
* fire imp [[bone]]s [3]&lt;br /&gt;
* fire imp [[skull]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
 [NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
 [TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
 [MODVALUE:10]&lt;br /&gt;
 [LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
 [FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [GENPOWER:5]&lt;br /&gt;
 [BLOODTYPE:0]&lt;br /&gt;
 [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 [BONECARN]&lt;br /&gt;
 [CANOPENDOORS]&lt;br /&gt;
 [PREFSTRING:terrifying features]&lt;br /&gt;
 [BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 [NOBREATHE]&lt;br /&gt;
 [SIZE:3]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [EQUIPS]&lt;br /&gt;
 [FAT:1]&lt;br /&gt;
 [ALL_ACTIVE]&lt;br /&gt;
 [NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
 [POPULATION_NUMBER:15:30]&lt;br /&gt;
 [CLUSTER_NUMBER:3:5]&lt;br /&gt;
 [BIOME_SUBTERRANEAN_LAVA]&lt;br /&gt;
 [NO_GENDER]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10095]&lt;br /&gt;
 [SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 [HEATDAM_POINT:13000]&lt;br /&gt;
 [IGNITE_POINT:13500]&lt;br /&gt;
 [LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
 [LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
 [BONE_HEATDAM_POINT:14000]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19466</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19466"/>
		<updated>2007-12-27T08:53:23Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The iron man can be found dwelling on maps with chasms or cave complexes. Like undead, iron men will never &amp;quot;give in to pain&amp;quot; like normal creatures, ignore missing limbs and never bleed to death. The easiest way to kill them is dig down on the opposite side of an impassable barrier or terrain feature and have your marksdwarves shoot at it. When you kill an iron man, it leaves behind a masterpiece iron statue. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20563</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20563"/>
		<updated>2007-12-27T08:47:11Z</updated>

		<summary type="html">&lt;p&gt;RP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are ferocious predators, which are extremely hostile and difficult to kill. In addition to bite and claw attacks, they can breathe [[fire]] over a considerable amount of tiles, which can cause things such as grass, equipment and people to ignite. When a dragon enters your area, the game will announce its presence and its name.  It will then proceed to eat you.  Quickly.&lt;br /&gt;
&lt;br /&gt;
Despite that, it is possible for relatively small groups of dwarves (even as few as 8) to take down Dragons, especially if there are high proportions of relatively well trained [[marksdwarf|marksdwarves]] available.  However, this can result in a high proportion of indirect deaths caused by the handling of burning goods and materials, unless the player is quick about forbidding items that catch fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
 	[NAME:dragon:dragons:draconic]&lt;br /&gt;
 	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
 	[MODVALUE:50]&lt;br /&gt;
 	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
 	[FANCIFUL]&lt;br /&gt;
 	[MEGABEAST]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[FREQUENCY:5]&lt;br /&gt;
 	[PETVALUE:10000]&lt;br /&gt;
 	[GRASSTRAMPLE:50]&lt;br /&gt;
 	[BONECARN][PET_EXOTIC]&lt;br /&gt;
 	[BUILDINGDESTROYER:2]&lt;br /&gt;
 	[NOFEAR]&lt;br /&gt;
 	[LIKES_FIGHTING]&lt;br /&gt;
 	[PREFSTRING:terrible majesty]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
 	[SIZE:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[BIOME_ANY_LAND]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>RP</name></author>
	</entry>
</feed>