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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82882</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82882"/>
		<updated>2010-04-04T18:03:45Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Nobles */  Formatting Fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82879</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82879"/>
		<updated>2010-04-04T18:02:04Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Items */  Formatting Fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
:My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers..&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82875</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82875"/>
		<updated>2010-04-04T18:00:49Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Injuries */  Formatting Fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
:Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
:Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
            Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
:Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
:Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
:Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
:My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers..&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82871</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82871"/>
		<updated>2010-04-04T17:59:13Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Military */  Formatting Fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
:Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
:Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
:Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
            Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
:Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
:Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
:Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
:My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers..&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82867</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82867"/>
		<updated>2010-04-04T17:58:17Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Stockpiles */  Formatting Fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
:Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
:Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
:Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
:Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
:Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
:Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
            Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
:Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
:Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
:Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
:My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers..&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82865</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82865"/>
		<updated>2010-04-04T17:57:37Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Creature Data */  Formatting Fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
:Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
:Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
:Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
:&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
:Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
:Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
:Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
:Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
:Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
:Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
            Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
:Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
:Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
:Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
:My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers..&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82861</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82861"/>
		<updated>2010-04-04T17:55:38Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Moods */  Formatting Fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
:Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
:Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
:When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
:Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Unicorns give birth to elk fawns.&lt;br /&gt;
:in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
:Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
:Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
:Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
:&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
:Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
:Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
:Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
:Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
:Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
:Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
            Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
:Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
:Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
:Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
:My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers..&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82857</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82857"/>
		<updated>2010-04-04T17:50:28Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Sites */  Formatting Fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
:Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
:Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
:Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
:When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
:Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Unicorns give birth to elk fawns.&lt;br /&gt;
:in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
:Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
:Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
:Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
:&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
:Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
:Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
:Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
:Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
:Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
:Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
            Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
:Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
:Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
:Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
:My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers..&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82854</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=82854"/>
		<updated>2010-04-04T17:48:47Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Not Actually Bugs */  Formatting fun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely.&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
:Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the &amp;quot;wrestling&amp;quot; is keeping them occupied).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
:Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
:Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
:Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
:When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
:Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Unicorns give birth to elk fawns.&lt;br /&gt;
:in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
:Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
:Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
:Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
:&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
:Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
:Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
:Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
:Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
::Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
:Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
:Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
            Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
:Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
:Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
:Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
:My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers..&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6717</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6717"/>
		<updated>2009-06-04T18:13:31Z</updated>

		<summary type="html">&lt;p&gt;Returntonull: /* Alphabets */  Mediawiki hates single spacing for some reason, uncrunched the alphabets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;0&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;  {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;  {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;3&amp;lt;/small&amp;gt;  {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;4&amp;lt;/small&amp;gt;  {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;5&amp;lt;/small&amp;gt;  {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;  {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;7&amp;lt;/small&amp;gt;  {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;8&amp;lt;/small&amp;gt;  {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;9&amp;lt;/small&amp;gt;  {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[floor grate]]s&lt;br /&gt;
*[[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s&lt;br /&gt;
*[[Chert]]*, [[Gneiss]]*, [[Sylvite]]*, [[Chromite]]*, [[Kaolinite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text&lt;br /&gt;
*[[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text, Highwood in spring&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Larch and Pine in spring&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, side tiles for catapult, [[window]]&lt;br /&gt;
*[[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
*Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Wagon]] body, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel), Mudstone*, Serpentine*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
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== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
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&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
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{{Game Interface FAQ}}&lt;br /&gt;
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[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Returntonull</name></author>
	</entry>
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