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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trukkle</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-17T04:01:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Trukkle&amp;diff=27623</id>
		<title>User:Trukkle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Trukkle&amp;diff=27623"/>
		<updated>2008-02-18T02:42:47Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: Reminder to self&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ste.png|700px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Seed: 3052540962&amp;lt;br /&amp;gt;&lt;br /&gt;
v0.27.176.38a&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=37585</id>
		<title>40d:Pregenerated worlds/0.27.176.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=37585"/>
		<updated>2008-02-18T02:40:01Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Seed 3052540962 */  formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= For  v0.27.176.38a =&lt;br /&gt;
==Seed 2482151243==&lt;br /&gt;
&lt;br /&gt;
Not bad. Has lava, sand, chalk (for flux and iron ore), adamantium, and plenty of trees in the south, lots of Z-levels in the north. No obsidian, unfortunately, and the only water is in the underground lake.&lt;br /&gt;
&lt;br /&gt;
Kinda large area, unfortunately.&lt;br /&gt;
&lt;br /&gt;
[[Image:TNDP_start2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Seed 3052540962==&lt;br /&gt;
As found by Tragedian: Region 59, 217 on Latitudes | Seed: 3052540962&amp;lt;br /&amp;gt;&lt;br /&gt;
3x3 Area, magma, sand, limestone, soil, an aquifier in the middle, stream to the west, all four kinds of rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
Temperate/Cold Untamed Wilds.&amp;lt;br /&amp;gt;&lt;br /&gt;
Could you ask for anything more? (Besides HFS or a chasm?)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Ste.png|700px|Picture taken by Trukkle]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=37584</id>
		<title>40d:Pregenerated worlds/0.27.176.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=37584"/>
		<updated>2008-02-18T02:38:51Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= For  v0.27.176.38a =&lt;br /&gt;
==Seed 2482151243==&lt;br /&gt;
&lt;br /&gt;
Not bad. Has lava, sand, chalk (for flux and iron ore), adamantium, and plenty of trees in the south, lots of Z-levels in the north. No obsidian, unfortunately, and the only water is in the underground lake.&lt;br /&gt;
&lt;br /&gt;
Kinda large area, unfortunately.&lt;br /&gt;
&lt;br /&gt;
[[Image:TNDP_start2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Seed 3052540962==&lt;br /&gt;
As found by Tragedian: Region 59, 217 on Latitudes | Seed: 3052540962&lt;br /&gt;
3x3 Area, magma, sand, limestone, soil, an aquifier in the middle, stream to the west, all four kinds of rock.&lt;br /&gt;
Temperate/Cold Untamed Wilds.&lt;br /&gt;
Could you ask for anything more? (Besides HFS or a chasm?)&lt;br /&gt;
&lt;br /&gt;
[[Image:Ste.png|700px|Picture taken by Trukkle]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ste.png&amp;diff=37590</id>
		<title>File:Ste.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ste.png&amp;diff=37590"/>
		<updated>2008-02-18T02:29:25Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: A very comfortable site found by Tragedian in 0.27.176.38a containing magma, flux, sand and plenty of stone and water.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A very comfortable site found by Tragedian in 0.27.176.38a containing magma, flux, sand and plenty of stone and water.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8939</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8939"/>
		<updated>2007-12-23T04:05:19Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Movies, Screenshots, Map Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
*[http://sinoth.net/3dwarf_02a.zip Download 3Dwarf] by Sinoth.&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33c): [http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33d): [http://no.shizzle.se/~rgibbed/v0.27.169.33d/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Most Current tools ('''v0.27.169.33e''', none for '''v0.27.169.33g''' yet, unless you use memory.ini for the '''v0.27.169.33e''' tools):&lt;br /&gt;
&lt;br /&gt;
'''Current version out of date? Have skills to find the newer addresses? [[User:Rick#memory.ini|Check Rick's user page for details on memory.ini]].'''&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instructions: type cmd in run, put in the location for adjuststart.exe, navigate to the DF main menu, change the starting dwarf number and points in this format: C:\location\adjuststart.exe 10 9999 (gives 10 dwarves, 9999 points) then hit enter.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt; To make foreman compatible with 33g, download the new version and update the config file as shown above. [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 - Originally posted by Mu.]&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11791</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11791"/>
		<updated>2007-12-16T12:18:12Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Dwarf Foreman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
&lt;br /&gt;
:Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;To make foreman compatible with 33e, download the new version and update the config file to the following:&lt;br /&gt;
&lt;br /&gt;
check=00aca9c7&lt;br /&gt;
critter_start=0141FA30&lt;br /&gt;
dwarfidpos=01240AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=62#post336923837 Originally posted by Mu.] --[[User:Jackard|Jackard]] 07:34, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==reveal.exe==&lt;br /&gt;
&lt;br /&gt;
From what I've tested, reveal for 33a does not work for 33b. --[[User:Sparksol|Sparksol]] 13:39, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Correct.  It uses hardcoded offsets, which will change every time new code is added to DF.&lt;br /&gt;
:I have a version hacked for .33b, which I will not distribute out of respect for Rick.&lt;br /&gt;
:However, if you are skilled with a hex editor, here's what to do: change the first 5 occurances of the pattern 85 45 01 to the pattern 95 45 01.  (The 6th occurance of the pattern is a coincidental match and should not be changed.)  Then change the pattern 8C 33 89 00 to the pattern 8C 43 89 00.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually, as it happens, it looks like Rick has produced updated versions of his tools for .33b.  They were built on the 16th.  However he hasn't linked to them.  I don't know why.  The URL they're at requests that no links be made to them, so I'm not going to tell you. Sorry, you'll just have to do the hexedit.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:45, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just havn't mirrored them yet, that's all. --[[User:Rick|Rick]] 03:10, 19 November 2007 (EST)&lt;br /&gt;
::Hey, I'm curious why the file sizes ballooned.  Reveal went from 52k to 101k, a doubling in size.  Heal grew even more.  Maybe you didn't strip debugging info?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:42, 19 November 2007 (EST)&lt;br /&gt;
:::Usage of std libraries mostly. I made a library for working with DF so I wouldn't have to keep duplicating code through projects, and when writing it I figured I might as well make it more friendly for me to code in, hence usage of std:: stuff. --[[User:Rick|Rick]] 19:00, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whenever I try to open reveal.exe, the window will open up for a millisecond and then immedietely close. Is this a problem with the program or my windows? I am assuming its windows since everyone else seems to be able to use it. Has anyone else had this problem?--[[User:Varsashi|Varsashi]] 17:59, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It hasn't been updated to work with 33c, and doesn't. Hopefully it will be updated soon. If you're using 33b, it should open and close quickly but reveal all allocated squares. To allocate all squares for revealing, I'll repeat the advice I've seen elsewhere: go to the lowest level and designate the entire level for digging, then remove the dig designation and run the reveal utility. --[[User:Janus|Janus]] 20:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to use warp.exe?==&lt;br /&gt;
How do you use warp.exe? There's no information on how to use these on the page.--[[User:Demosthenes|Demosthenes]] 02:10, 21 November 2007 (EST)&lt;br /&gt;
: &amp;lt;code&amp;gt;warp.exe&amp;lt;/code&amp;gt; by itself will list your current cursor position. After you have the position you want to warp a creature to, you do &amp;lt;code&amp;gt;warp.exe &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&amp;lt;/code&amp;gt; as arguments, and it will warp the selected creature (selected with 'V'iew) to that destination, if it can. --[[User:Rick|Rick]] 18:10, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==StartProfile==&lt;br /&gt;
Perhaps, I don't understand how to use this correctly.  I'm using 33e, and the StartProfile linked in the Utils section.  I'm supposed to use this util at the Prepare for the Journey screen, correct?  I tried testing the export function with the first dwarf, with no skills assigned.  startprofile.exe -x 0 test.txt What I got back was:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Mining: 1348403210&amp;lt;br/&amp;gt;&lt;br /&gt;
Wood Cutter: 1565676876&amp;lt;br/&amp;gt;&lt;br /&gt;
Carpenter: 3801123&amp;lt;br/&amp;gt;&lt;br /&gt;
Engraving: 34079120&amp;lt;br/&amp;gt;&lt;br /&gt;
Record Keepe: 2293770&amp;lt;br/&amp;gt;&lt;br /&gt;
Liar: 34341293&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidator: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Conversationalist: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Comedian: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Flatterer: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Consoler: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Pacifier: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
When I try to set a dwarf's skills using StartProfile I end up with huge amounts of either negative or positive points available, with no changes being made to the dwarf's skills.  &amp;lt;br/ &amp;gt;--[[User:Stu72|Stu72]] 09:23, 11 December 2007 (EST)&lt;br /&gt;
: The offset for the skills must have changed. I guess I should've actually checked that, and not have assumed that just because the other values were correct, the skills were still correct. I'll check it out and post the appropriate fix. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
: The appropriate fix is redownloading it, when I hex edited the exe I messed it up field. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
:: Thanks, works beautifully.  It's a terrific time saver. --[[User:Stu72|Stu72]] 15:30, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How does one use this? The readme isn't very helpful. --[[User:Jackard|Jackard]] 01:08, 27 November 2007 (EST)&lt;br /&gt;
: Not knowing exactly what you're having trouble understanding, I'll give examples (the one thing I forgot to add in the readme).&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 0 Miner.txt&amp;lt;/code&amp;gt; - This will set the skill profile of the first Dwarf, in the list of units, to the skills in Miner.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 1 Jeweler.txt&amp;lt;/code&amp;gt; - This will set the skills on the second Dwarf, in the list of units, to the skills in Jeweler.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -x 3 Customprofile.txt&amp;lt;/code&amp;gt; - This will save the set of skills on the fourth Dwarf to Customprofile.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -v0.27.169.33b 0 Miner.txt&amp;lt;/code&amp;gt; Same as the first example, except it'll work on the previous version of Dwarf Fortress.&amp;lt;br /&amp;gt;-- [[User:Jifodus|Jifodus]] 03:28, 27 November 2007 (EST)&lt;br /&gt;
::Thanks, I'll try that out. --[[User:Jackard|Jackard]] 21:21, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33d by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A530 | 98 16 25 01 04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6A6 | 30 2E 32 37 2E 31 36 39 2E 33 33 64&lt;br /&gt;
  2A77C | 02&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 20:14, 3 December 2007 (EST)&lt;br /&gt;
:CBW; PUSH SS; AND EAX, 00000401h; ADD AH, BL; ADD [EAX], AL; ...  &lt;br /&gt;
:That makes no sense.  Must be missing something off the head end.&lt;br /&gt;
:3 unknown bytes; ADD [EAX+EAX], EAX; ...  No better.  Worse, even.&lt;br /&gt;
:4 unknown bytes; ADD AL, 00h; ADD [EAX], AL; ...  Unh uh.  Don't think so.&lt;br /&gt;
:8 unknown bytes; ESC-4(00); ...  Floating point?  Really?  No way.&lt;br /&gt;
:12 unknown bytes; LOCK OR [EAX], AL ...  Insane.&lt;br /&gt;
:I don't know what those bytes are, but they're not code.&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:23, 3 December 2007 (EST)&lt;br /&gt;
::You're right, they're data. First Row is (left to right, 5 dwords): [[User:Jifodus/Memory research#Addresses_3|Start Address]], Offset from address at start address, Dwarf List begin offset, Starting points offset, Skills offset, remaining skill points points. Second row is a character string (15 chars max). Third row is a dword indicating which data index is default.&lt;br /&gt;
:: &amp;lt;tt&amp;gt;//Start Addr, O, Lizt, Ponts, Skll, Remain&amp;lt;/tt&amp;gt; &lt;br /&gt;
:: &amp;lt;tt&amp;gt;{ 0x01251698, 4, 0xDC, 0x8F0, 0x70, 0x1C0 }&amp;lt;/tt&amp;gt; - The read/write locations and whatnot&lt;br /&gt;
:: &amp;lt;tt&amp;gt;&amp;quot;0.27.169.33d&amp;quot;&amp;lt;/tt&amp;gt; - Used for string comparison (-v flag)&lt;br /&gt;
:: &amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt; - The default version to use is the third in the list (what the above just added).&lt;br /&gt;
:: Configuration data can be found between 'DATA_SET' and 'TES_ATAD'. The list has enough space for 16 versions (3 are now in use). I'll just say I didn't want to have to recompile it for all the versions -- [[User:Jifodus|Jifodus]] 21:52, 6 December 2007 (EST)&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33e by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A550 |&amp;quot;98 26 25 01&amp;quot;04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6B5 | 30 2E 32 37 2E 31 36 39 2E 33 33&amp;quot;65&amp;quot;&lt;br /&gt;
  2A77C |&amp;quot;03&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&amp;quot;Note: If there is lava in a murky pool, it will be raised to depth 7/7.&amp;quot;&lt;br /&gt;
:Does anyone else find this hilarious? --[[User:Jackard|Jackard]] 14:11, 28 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8908</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8908"/>
		<updated>2007-11-25T19:21:17Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Teleport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications (that were not written by Bay12Games) developed for Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Current tools ('''v0.27.169.33b'''):&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b and 0.27.169.33c. Check the readme to find out how to switch between the two versions.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.&lt;br /&gt;
&lt;br /&gt;
---[[User:Valdemar|Rewall Macro]]&lt;br /&gt;
This AutoHotKey macro lets you rewall much more quickly. For instructions, go to the page above.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9208</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9208"/>
		<updated>2007-11-22T07:08:06Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Progressive Aristocracy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
&lt;br /&gt;
==Miners Stuck==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
# Walls made by rewalling start out smoothed, but cannot be engraved.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
It is also common for digging/item placement to start with the tile to the right of the dwarf, even if the path is closer using another direction.  Keep this in mind when placing floodgates or digging out areas where you could paint yourself in a corner.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole. (If you only designate channels on un-mined squares, this won't happen, as the dwarves seem to mine both levels' tiles out at the same time)&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love Conquers All ==&lt;br /&gt;
&lt;br /&gt;
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.&lt;br /&gt;
&lt;br /&gt;
== Outpost liason ==&lt;br /&gt;
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.&lt;br /&gt;
&lt;br /&gt;
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''&lt;br /&gt;
&lt;br /&gt;
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the &amp;quot;ground floor.&amp;quot; (edit by: Rabid Llama)''&lt;br /&gt;
&lt;br /&gt;
''I had a meeting place outdoors and this still happened. It doesn't matter where the meeting takes place. Assuming you can get the meeting to actually occur - which takes some work - if it doesn't properly conclude, the liason will be stuck. (edit by: Captain Failmore)''&lt;br /&gt;
&lt;br /&gt;
''Oh, also, for the meeting to even take place or properly conclude, your broker has to have ALL OTHER LABOR turned off. Leave their labors off until the meeting concludes in full. (That is, you've been 'shown the documents' twice and the liaison wishes you well before leaving.) If you let the meeting conclude in full without assigning labor to your broker (who may and probably will wander about aimlessly for some time while the meeting is taking place for reasons I don't know) the liaison WILL leave.&lt;br /&gt;
&lt;br /&gt;
==A Time To Wait==&lt;br /&gt;
Sieges completely do not work, and goblins will just mill around aimlessly at the edge of the map waiting for your dwarves to come and kill them.  Toady has said something about the AI for sieges being broken.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get the goblins to approach by sacrificing a dwarf.  Send him near enough for them to notice him, then have him withdraw.  Note that if he is a soldier, you need to set the military option &amp;quot;squad stays close to station&amp;quot; for him to withdraw instead of charging the goblins.  It may be easier to remove him from the military so that he will flee, but this stands the chance that he will not notice the goblins until he is full of arrows.&lt;br /&gt;
&lt;br /&gt;
==Sticky Keys==&lt;br /&gt;
Sometimes when you are scrolling on the map the keys will seem to stick, and you will keep scrolling forever. This happens when you release a key out of the order in which it was pressed.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
*{{key|8}}&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*No key pressed.&lt;br /&gt;
&lt;br /&gt;
After holding the above keys you will continue going up until you press the following or {{key|Alt}}+{{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*{{key|8}}&lt;br /&gt;
&lt;br /&gt;
This will clear out the pressed key flag in the game.&lt;br /&gt;
&lt;br /&gt;
:I've found if you merely press the direction key of the scrolling on the numpad this scrolling stops.  No need to fiddle with the shift or in what order the shift key is pressed.--[[User:Mylon|Mylon]] 17:35, 13 November 2007 (EST)&lt;br /&gt;
::That won't work if you were using shift to accelerate your move speed. You have to tap the key with shift pressed to clear out the shift+key then press just key to clear it out as well.--[[User:Ikkonoishi|Ikkonoishi]] 21:38, 13 November 2007 (EST)&lt;br /&gt;
:Switch Numlock off, fixes it for me --[[User:AdaIsDead|AdaIsDead]] 18:59, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Thawing stairs==&lt;br /&gt;
I have a brook that freezes in the winter. Awesome. I dug a down-stairs down into it and started diggin about in the ice. When the thaw came, the ice broke up and the flow resumed, but the stairs remained. Unfortunetly, this is on the old version .32a [[User:HeckRuler|HeckRuler]] 17:44, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Picky Elves==&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive.&lt;br /&gt;
&lt;br /&gt;
==Bottomless Waterskin==&lt;br /&gt;
Whenever my soldiers fill their water from the well, it is always stagnant, even though it's connected directly to the fresh-water brook. They seem to be unsatisfied with this, so they return to the well and fill it again with stagnant water. They continue to do this, and seeing as the waterskin seems to have no limit, they carry around 300+ cups of useless water, which slows them down considerably. It's possible to undraft them and have them dump the flasks, but then I don't know how I can have them carry water around.&lt;br /&gt;
&lt;br /&gt;
==Rags and Riches==&lt;br /&gt;
Clothing is completely bugged, in that as clothes wear out, dwarves will get unhappy thoughts from the fact, without ever doing anything about it.  They will occasionally claim new clothes as they become available, but will often simply wear the new clothes over the nasty rags which are giving them unhappy thoughts.  It is much better to simply never provide clothes for dwarves and let their clothes rot off once and for all.  Dwarves get no unhappy thoughts from being naked, and this stops the constant unhappiness from wearing old clothes.&lt;br /&gt;
&lt;br /&gt;
== Progressive Aristocracy ==&lt;br /&gt;
While no other dwarf can have a same-sex consort, the King ''can'' arrive with a King Consort.&lt;br /&gt;
:Monarch's prerogative, I say. Royalty often marries for political reasons rather than love.--[[User:Trukkle|Trukkle]] 02:08, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=Fixed Bugs=&lt;br /&gt;
&lt;br /&gt;
== You and what army? ==&lt;br /&gt;
(fixed in 0.27.169.33b by capping number of dwarves in reclaim squad)&lt;br /&gt;
Reclaiming a fortress built next-to/beneath/near a goblin or kobold colony will cause all the items in said monster colony to be counted toward your fortress wealth, and will cause a ridiculous number of dwarves to be spawned in the reclaim squad, often over 150. This would make overrunning the goblin/kobold fort much easier, at least, but is still a bug.&lt;br /&gt;
&lt;br /&gt;
== Fatal crash on embark ==&lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple Mayors ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, ability to designate leader was also removed?)&lt;br /&gt;
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.&lt;br /&gt;
&lt;br /&gt;
From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --[[User:Gorfob|Gorfob]] 22:35, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite [[Blood]] aka Wipe your feet==&lt;br /&gt;
(temporary? fix in 0.27.169.33b by autocleaning all tiles at end of each season)&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
related:  not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - &amp;quot;such and such cancels job - can't find path x23490872340982734098273409283&amp;quot;, just like empty archer traps in old-school df.  any help?  or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?&lt;br /&gt;
&lt;br /&gt;
::For both problems, try designating a single dwarf to cleaning jobs only. Let me know if that helps, because I had similar problems but the blood was dealt with eventually and cleaned. [[User:Schm0|Schm0]] 11:58, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.&lt;br /&gt;
&lt;br /&gt;
==Sew plant fiber image crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
Ordering plant fiber image in Clothier's Shop reliably crashes the game.&lt;br /&gt;
:Fixed, according to the dev blog.--[[User:Mylon|Mylon]] 17:36, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buff Swimmers==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
All creatures get stat boosts by training up skills.  This is normal.  Aquatic creatures can train swimming simply by being on the map.  This leads to some very buff carp or lizardmen or other creatures if they've been in water for a significant amount of time.&lt;br /&gt;
:According to the dev blog, this has been fixed.&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole  ==	 &lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
Wells crash the game now and then.&lt;br /&gt;
&lt;br /&gt;
In 33a, I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, one or the other. --arr&lt;br /&gt;
&lt;br /&gt;
==Trading crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, had to do with seed prices)&lt;br /&gt;
Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure  ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 instead of dividing, in the case of metal bolts).&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
At [[Talk:Galena]] a bug is mentioned that apparently gives you fewer metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
==Too tired to sleep==	 &lt;br /&gt;
If a wounded dwarf continually falls unconscious due to their wounds, it will disrupt their sleep, so they eventually go mad of sleep deprivation.&lt;br /&gt;
:Should be checked. In 32a, I played with my sherif who was a wounded retired hunter. He kept falling unconscious due to brain injury which never healed, and it really looked like falling unconscious was taken as some part of sleep in itself. I noticed often that unit going to sleep, falling uncouncious, then doing 2-3 other tasks when he waked up and went to his quarter to sleep again. Of course, it made for him some very short sleep patterns, so he was often going in for sleep and hardly ever finished a sleep cycle. --[[User:Eagle of Fire|Eagle of Fire]] 01:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6598</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6598"/>
		<updated>2007-11-21T21:39:35Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[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 IBM Code-page 457 ASCII+Extended characters, 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.&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 [[List of user tilesets|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 it's own DF installer; to install any others (or to install that one manually), you follow a similiar 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;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The 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 inequal 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;
''''This section needs to be redone for the new DF version. Any Volunteers?''''&lt;br /&gt;
&lt;br /&gt;
'''VERY IMPORTANT:''' Before removing &amp;quot;, others?&amp;quot; at the end, make absolutely sure that there are no other uses for the tile, and ''always'' add it if you are not absolutely sure that there are no other uses for the tile. Any edits not following this rule will get reverted.&lt;br /&gt;
&lt;br /&gt;
Items marked with * can have their tile changed in the raw files.&lt;br /&gt;
Items marked with # can have their tile replaced by an [[Object Tileset]] image. This includes all non-vermin creatures (not sure about vermins).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 01 (000-015) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| || No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}} || Civilian dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}} || Military dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}} || Dimple Cups*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}} || Cut gems, large gems, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}} || Tower-caps*, Acacia trees*, Mangrove trees*, Maple trees*, quarry bushes(*?), others(no other tree)?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}} || Plump Helmets*, Oak trees(*?), quarry bush leaves(*?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}} || Stone, solid workshop tile for several workshops like the magma smelter, lakes in main map, caves in the main map, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}} || Solid workshop tile for several other workshops like the magma forge, tanner workshop, catapult cup, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}} || Well, bracelet, ant colony, millstone, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}} || Male sign, bags, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}} || Female sign, amulet, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}} || Armor stands, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}} || Gems, coal, currency symbol, masterpiece quality symbol, turtle*, 'sun' symbol in engravings, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 02 (016-031) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}} || Head of ballista facing east, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}} || Head of ballista facing west, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}} || Cages, on-fire symbol, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}} || Mugs, largest elven cities?, some tree types, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}} || Restraints, whip vine, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}} || Logs, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}} || Some tree types, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}} || Interface text (bridge and aqueduct direction), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}} || Hungry/thirsty/drowsy/unhappy indicator, bridge placement raising direction indicator, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}} || Interface text (bridge and aqueduct direction), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}} || Interface text (bridge and aqueduct direction), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}} || Withered plants, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}} || Head of ballista facing north, tree?, ramp, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}} || Head of ballista facing south, ramp, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 03 (032-047) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| || No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}} || Strange mood mark, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}} || Shrub, quotation marks, kobold's glowing eyes*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}} || Chasm, pits, Basalt wall, Sandstone wall, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}} || Coins, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}} || Prepared food, unknown underground area, siltstone, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}} || Demons#, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}} ||  Rough floors, unknown underground, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}} || Foreign object opening tag, tile in bowyer's workshop, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}} || Foreign object closing tag, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}} || Ore, superior quality tags, key reference, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}} || Smooth floors, injured status, finely-crafted tags, text, indicates construction on level below, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}} || Rough floors, unknown underground, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}} || Scepters, arrows in flight, well-crafted tags, keyboard reference, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}} || Rough floors, text, unknown underground, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}} || Weapons, bolts, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 04 (048-063) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}} || Coffins, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}} || Strawberries, plants (type?), snowstorms, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}} || Workshop(which ones?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}} ||  Stairs up, opening tag in some item names, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}} || Stockpiles, Flint Wall, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}} || Stairs down, closing tag in item names, arrowhead on broker precision page, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}} || &amp;quot;Task assigned&amp;quot; indicator, looking for path(?), others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 05 (064-079) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}} || Sheriff#, berserk dwarf#, adventurer#, fortress guard#, royal guard#, dwarven merchants#, caravan guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}} || Alligator#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}} || Cow#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}} || Dragon#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}} || Elf#, elephant#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}} || Support, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}} || Leopard&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}} || Magma man#, mule#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}} || Trade depot post, detailing system, text, wall ends, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 06 (080-095) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}} || Sasquatch#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}} || Human#, Unicorn#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}} || Bin, floodgate, shop post, nausea/winded/stunned/unconscious/migrant indicator, text, up/down stairs, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}} || Clothes, armor?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}} || Clothes?, armor?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}} || Trap, pressure plate (trap?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}} || Channel, text, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 07 (096-111) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}} || Rough floors, unknown underground, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}} || Antman?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}} || Batman?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}} || Cat#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}} || Dog#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}} || Frogman#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}} || Goblin#, Goat#, Gremlin#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}} || Harpy#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}} || Fire imp#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}} || Kobold#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}} || Mandrill#, mussel, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}} || Well construction, bridge construction, text, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 08 (112-127) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}} || Snakeman#, Slugman#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}} || Troglodyte#, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}} || Unfinished rough stone road, river, magma, fluids, dirt road, farm construction, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}} || Animal trap, low mountains on world map, part of mechanic's workshop?, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 09 (128-143) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}} || Mechanisms, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}} || Totems, text?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}} || Idols, text, others? &lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 10 (144-159) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}} || Toys, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}} || Coffers, Quivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}} || Unactivated levers, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}} || Bucket, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}} || Closed hatches, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}} || Ore in walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}} || Lobster*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}} ||&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 11 (160-175) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}} || Activated levers, text, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}} || Cloth, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}} || Instrument, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}} || Flask, waterskin, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}} || Ballista arrow tail for west-facing ballistae, decoration mark, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}} || Ballista arrow tail for east-facing ballistae, decoration mark, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 12 (176-191) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}} || Partially dug rock, gases, workshop tiles(which ones?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}} || Partially dug rock, gases, workshop tiles(which ones)?, side tiles for catapult, window, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}} || Partially dug rock, gases, workshop tiles(which ones)?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}} || Overworld rivers, top-right tile for Loom, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}} || Tree in winter, part of bridge system, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}} || Ends of smooth walls, Waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}} || Ends of smooth walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}} || Walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}} || Walls, bridges, waterfalls, wooden doors, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}} || Walls, bridges, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}} || Walls, bridges, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}} || Ends of smooth walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}} || Ends of smooth walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 13 (192-207) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}} || Overworld rivers, top-left tile for Loom, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}} || Doors, overworld rivers, (flashing) floor detailing/engraving in progress, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}} || Bridges, trees in winter, catapult tile, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}} || Walls, bridges, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}} || Walls, bridges, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}} || Walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}} || Walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}} || Walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}} || Walls, bridges, planted fields, center catapult tile, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}} || Walls, bridges, fortifications, (flashing) wall detailing/engraving/fortifying in progress, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}} ||&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 14 (208-223) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}} || Bridges, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}} || Table, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}} || Chairs, bridges, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}} || Ends of smooth walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}} || Ends of smooth walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}} || Ends of smooth walls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}} || Ends of smooth walls, waterfalls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}} || Some types of floodgates (metal? wood?)?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}} || Some types of doors (metal?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}} || Overworld rivers, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}} || Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}} || Siege machine parts, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}} || Ballista, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}} || Ballista, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}} ||&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 15 (224-239) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}} || Fish, top-center fishery tile, meat (except?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}} || Leather, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}} || Weight symbol, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}} || Cabinet, some forts on overworld map (Goblin? Undead?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}} || Trap weapon&amp;lt;font color=#444&amp;gt;, others?&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}} || Anvil&amp;lt;font color=#444&amp;gt;, others?&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}} || Plants*(which?), crown, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}} || Pig tails*, Tower cap sapling others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}} || Sweet pods*, bloated tuber*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}} || Beds&amp;lt;font color=#444&amp;gt;, others?&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}} || Statues, Dwarven cities on map&amp;lt;font color=#444&amp;gt;, others?&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}} || Earrings, kennel tile, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}} || Boulder, middle-right butcher tile, unmined andesite*, unmined pumice*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}} || Thread, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}} || Crossbow? Tile in bowyer's workshop, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}} ||&lt;br /&gt;
|-&lt;br /&gt;
|||||----- Row 16 (240-255) ---------------------------------------------&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}} || Bars, excellence quality symbol, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}} || Unfinished road, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}} || Spent ammo (catapult stones count), ashes, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}} || Spent ammo (catapult stones count), ashes, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}} || Willow tree*, other trees?, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}} || Barrel, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}} || Rough stone road, river, lava, glop, fat, tallow, farm, vomit, [[Blood|blood]] pools others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}} || Ring, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}} || Vermin*, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}} || Seeds, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}} || Weapon racks, tall grass in main map, tick (selecting production materials, confirmed items on manager window), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}} || Something in main map(what is it?), others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}} || Body parts, chunks, small corpses, bone, shell, skins, skulls, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}} || Blocks, first image seen for a creature falling into the chasm, trees on level below, others?&lt;br /&gt;
|-&lt;br /&gt;
| || No use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Trukkle&amp;diff=27622</id>
		<title>User:Trukkle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Trukkle&amp;diff=27622"/>
		<updated>2007-11-19T18:27:58Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wanted to be seiged by [[Kobolds]], so I'm tinkering with their entry in entity_standard.txt, using goblins as reference.&lt;br /&gt;
Adding [CIV_PLAYABLE] makes them playable, but you can't set their jobs (without foreman.exe) and they can butcher eachother.&lt;br /&gt;
Making them butcher eachother makes the butcher VERY unhappy. The last one alive, having butchered all his cohorts, will be miserable, will tantrum and will eventually end up babbling and insane.&lt;br /&gt;
Sorry about that Utes.&lt;br /&gt;
&lt;br /&gt;
Replace the existing entry for Kobolds with the below code. Copy a language file, name it language_KOBOLD.txt and edit it to replace all references to the language you copied it from into references to kobolds. I've edited it to include as many words from http://www.shadowclan.org/mordred/kobolds/language.html as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I tell them to pick names with primitive, nature and subordinate names so they're different from Goblins. Not overtly agressive and warmongery, just a bit backward as their copper-age weapons imply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ENTITY:SKULKING]&lt;br /&gt;
[MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:KOBOLD] &amp;lt;br&amp;gt;&lt;br /&gt;
[TRANSLATION:KOBOLD]&amp;lt;br&amp;gt;&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_SWORD_SHORT]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_SPEAR]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_BOW]&amp;lt;br&amp;gt;&lt;br /&gt;
:[AMMO:ITEM_AMMO_ARROWS]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[HELM:ITEM_HELM_HOOD:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[HELM:ITEM_HELM_MASK:UNCOMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[SHIELD:ITEM_SHIELD_BUCKLER]&amp;lt;br&amp;gt;&lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&amp;lt;br&amp;gt;&lt;br /&gt;
[TOY:ITEM_TOY_BOAT]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]&amp;lt;br&amp;gt;&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&amp;lt;br&amp;gt;&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]&amp;lt;br&amp;gt;&lt;br /&gt;
[BABYSNATCHER]&amp;lt;br&amp;gt;&lt;br /&gt;
[NUISANCE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CLOTHING]&amp;lt;br&amp;gt;&lt;br /&gt;
[SUBTERRANEAN_CLOTHING]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:PRIMITIVE]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:NATURE]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:SUBORDINATE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:DOMESTIC]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:FLOWERY]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:HOLY]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:PEACE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:GOOD]&amp;lt;br&amp;gt;&lt;br /&gt;
[MINOR_METAL]&amp;lt;br&amp;gt;&lt;br /&gt;
[USE_CAVE_ANIMALS]&amp;lt;br&amp;gt;&lt;br /&gt;
[USE_ANIMAL_PRODUCTS]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Trukkle&amp;diff=27621</id>
		<title>User:Trukkle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Trukkle&amp;diff=27621"/>
		<updated>2007-11-19T18:25:15Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wanted to be seiged by [[Kobolds]], so I'm tinkering with their entry in entity_standard.txt, using goblins as reference.&lt;br /&gt;
Adding [CIV_PLAYABLE] makes them playable, but you can't set their jobs (without foreman.exe) and they can butcher eachother.&lt;br /&gt;
Making them butcher eachother makes the butcher VERY unhappy. The last one alive, having butchered all his cohorts, will be miserable, will tantrum and will eventually end up babbling and insane.&lt;br /&gt;
Sorry about that Utes.&lt;br /&gt;
&lt;br /&gt;
Replace the existing entry for Kobolds with the below code. Copy a language file, name it language_KOBOLD.txt and edit it to replace all references to the language you copied it from into references to kobolds. I've edited it to include as many words from http://www.shadowclan.org/mordred/kobolds/language.html as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I tell them to pick names with primitive, nature and subordinate names so they're different from Goblins. Not overtly agressive and warmongery, just a bit backward as their copper-age weapons imply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ENTITY:SKULKING]&lt;br /&gt;
[MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:KOBOLD] &amp;lt;br&amp;gt;&lt;br /&gt;
[TRANSLATION:KOBOLD]&amp;lt;br&amp;gt;&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_SWORD_SHORT]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_SPEAR]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_BOW]&amp;lt;br&amp;gt;&lt;br /&gt;
:[AMMO:ITEM_AMMO_ARROWS]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[HELM:ITEM_HELM_HOOD:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[HELM:ITEM_HELM_MASK:UNCOMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[SHIELD:ITEM_SHIELD_BUCKLER]&amp;lt;br&amp;gt;&lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&amp;lt;br&amp;gt;&lt;br /&gt;
[TOY:ITEM_TOY_BOAT]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]&amp;lt;br&amp;gt;&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&amp;lt;br&amp;gt;&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]&amp;lt;br&amp;gt;&lt;br /&gt;
[BABYSNATCHER]&amp;lt;br&amp;gt;&lt;br /&gt;
[NUISANCE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CLOTHING]&amp;lt;br&amp;gt;&lt;br /&gt;
[SUBTERRANEAN_CLOTHING]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:PRIMITIVE]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:NATURE]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:SUBORDINATE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:DOMESTIC]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:FLOWERY]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:HOLY]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:PEACE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:GOOD]&amp;lt;br&amp;gt;&lt;br /&gt;
[MINOR_METAL]&amp;lt;br&amp;gt;&lt;br /&gt;
[USE_CAVE_ANIMALS]&amp;lt;br&amp;gt;&lt;br /&gt;
[USE_ANIMAL_PRODUCTS]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Trukkle&amp;diff=27620</id>
		<title>User:Trukkle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Trukkle&amp;diff=27620"/>
		<updated>2007-11-19T17:34:03Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: New page: I wanted to be seiged by Kobolds, so I'm tinkering with their entry in entity_standard.txt, using goblins as reference. Adding [CIV_PLAYABLE] makes them playable, but you can't set the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wanted to be seiged by [[Kobolds]], so I'm tinkering with their entry in entity_standard.txt, using goblins as reference.&lt;br /&gt;
Adding [CIV_PLAYABLE] makes them playable, but you can't set their jobs (without foreman.exe) and they can butcher eachother.&lt;br /&gt;
Making them butcher eachother makes the butcher VERY unhappy. The last one alive, having butchered all his cohorts, will be miserable, will tantrum and will eventually end up babbling and insane.&lt;br /&gt;
Sorry about that Utes.&lt;br /&gt;
&lt;br /&gt;
Replace the existing entry for Kobolds with the below code. Copy a language file, name it language_KOBOLD.txt and edit it to replace all references to the language you copied it from into references to kobolds. I tell them to pick names with primitive, nature and subordinate names so they're different from Goblins. Not overtly agressive and warmongery, just a bit backward as their copper-age weapons imply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ENTITY:SKULKING]&lt;br /&gt;
[MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:KOBOLD] &amp;lt;br&amp;gt;&lt;br /&gt;
[TRANSLATION:KOBOLD]&amp;lt;br&amp;gt;&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_SWORD_SHORT]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_SPEAR]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_BOW]&amp;lt;br&amp;gt;&lt;br /&gt;
:[AMMO:ITEM_AMMO_ARROWS]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[HELM:ITEM_HELM_HOOD:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[HELM:ITEM_HELM_MASK:UNCOMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]&amp;lt;br&amp;gt;&lt;br /&gt;
[SHIELD:ITEM_SHIELD_BUCKLER]&amp;lt;br&amp;gt;&lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&amp;lt;br&amp;gt;&lt;br /&gt;
[TOY:ITEM_TOY_BOAT]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&amp;lt;br&amp;gt;&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]&amp;lt;br&amp;gt;&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&amp;lt;br&amp;gt;&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]&amp;lt;br&amp;gt;&lt;br /&gt;
[BABYSNATCHER]&amp;lt;br&amp;gt;&lt;br /&gt;
[NUISANCE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CLOTHING]&amp;lt;br&amp;gt;&lt;br /&gt;
[SUBTERRANEAN_CLOTHING]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:PRIMITIVE]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:NATURE]&amp;lt;br&amp;gt;&lt;br /&gt;
[SELECT_SYMBOL:ALL:SUBORDINATE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:DOMESTIC]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:FLOWERY]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:HOLY]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:PEACE]&amp;lt;br&amp;gt;&lt;br /&gt;
[CULL_SYMBOL:ALL:GOOD]&amp;lt;br&amp;gt;&lt;br /&gt;
[MINOR_METAL]&amp;lt;br&amp;gt;&lt;br /&gt;
[USE_CAVE_ANIMALS]&amp;lt;br&amp;gt;&lt;br /&gt;
[USE_ANIMAL_PRODUCTS]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20007</id>
		<title>40d:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20007"/>
		<updated>2007-11-19T15:40:53Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves are fickle creatures, and when pressed to the breaking point of their happiness, they will tantrum. A tantruming dwarf will run around attacking people and breaking things, and will eventually calm down.&lt;br /&gt;
Dwarves will get happy thoughts for each fight they start and building they break.&lt;br /&gt;
&lt;br /&gt;
Dwarves will tantrum if very unhappy, or worse. If a dwarf has created a masterpiece-level item, they will also throw a tantrum if it rots, or is ever destroyed or stolen.&lt;br /&gt;
&lt;br /&gt;
A tantrumming dwarf will make a bee-line for the nearest designated meeting area, and hang around in the bottom right corner of it picking fights with any creature or dwarf unlucky enough to pass by.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11341</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11341"/>
		<updated>2007-11-18T10:09:43Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Food and drink */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf Fortress Starter Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
This quick and cheerful guide aims to help those of you brave enough to tackle this game over the first few hurdles that it presents.&lt;br /&gt;
&lt;br /&gt;
Before we start, I must stress that this game can get very complicated very fast, and you may get overwhelmed at multiple points. Don't give up, you'll get the hang of it eventually. Focus on getting food and shelter first, and you'll have plenty of time to take the rest of the game slowly.&lt;br /&gt;
&lt;br /&gt;
=== Aim of the game ===&lt;br /&gt;
&lt;br /&gt;
The basic premise of the game is to build, with the help of your starting seven dwarves and any children or immigrants, a successful, prosperous fortress. By keeping up with the needs of your dwarves, they will gladly do anything you ask and soon your fortress will be magnificent (if it all goes well).&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
&lt;br /&gt;
Your dwarves need food, drink and a bed generally, so these will be your first objectives. However, when you start, your dwarves are just sitting on the surface of your newly generated world, so we have to get them under the earth, where they belong. The new version of Dwarf Fortress implements a whole new way of digging, the Z-Axis. Using this, you can not only dig sideways, but downwards and upwards as well. Press {{K|d}} to open the [[designation panel]], and you'll be greeted by a lot of possible designations. Firstly, choose &amp;quot;Downwards Stairway&amp;quot;. Using your mouse, click somewhere on the screen to place it. Then, press {{K|Shift + .}} ({{K|&amp;gt;}}) Your view will then change, showing blackness, with periodic grey %,. signs.  You just went down a z-level. Think of it as going one level down. You should see that underneath the downwards stairway you placed just a second ago, there will be a grey block. Go back into the {{K|d}} menu, and select &amp;quot;Upwards Stairway&amp;quot;. Click in the grey block to place it, and the two stairways will link up. Press {{K|Shift + ,}} ({{K|&amp;lt;}}) (To go up a z-level) and then {{K|Space}} and your miner dwarf will run over and dig the stairways. Once the stairs are built, you can continue to build. Using {{K|d}} again, designate an area no larger than 7x7 squares away next to the stairs on your first -z level for mining. Make sure that the mining designation is connected to an open room or space, or else the dwarves will not be able to mine. The area you designated for mining should turn yellow, and when you hit {{K|Space}} again, your mining dwarf/s will hurry to mine out the selected area. This is the basic skill in Dwarf Fortress, being able to dig.&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|While this page has some good general information, a much more detailed introduction can be found at the [[Your first fortress]] page.}}&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
All of your dwarves' possessions are on the wagons on the surface, including food, seeds, equipment and anything else you brought. Storing food inside is a good idea, so hit {{K|p}} to open the stockpile menu, then hit {{K|f}} for food. Move the keyboard over to the start corner of a big room, hit enter, then move to the other corner, hitting enter again will place the pile, and your dwarves should begin hauling food to it immediately.&lt;br /&gt;
&lt;br /&gt;
You should also make a {{K|p}}-&amp;gt;{{K|w}} wood and refuse pile outside.&lt;br /&gt;
&lt;br /&gt;
Stone is dug out of the earth itself, while wood is collected from trees (usually outside). To designate trees to be cut, open the {{K|d}} menu, and select {{K|t}} for trees, then drag a box around the trees you want felled.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
&lt;br /&gt;
Next up: Constructing buildings and objects. You can place many buildings (almost all 3x3) that carry out various tasks from making food to carving stone, smelting ore to generating power.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|b}}uild menu, and then {{K|w}}orkshop. You'll be seeing the build menu often as you build and expand your fortress. Build a mason's and a carpenter's workshop, so that you can craft stone and wood that you collect. Your dwarves should begin construction reasonably quickly.&lt;br /&gt;
&lt;br /&gt;
You may need to reassign dwarves to other jobs in order to get them to do something (build, work at certain workshop, move something etc). Hit {{K|v}} to view dwarves, and scroll until you find one. The {{K|g}}eneral panel will show name, skills and current actions. Change to {{K|p}}references and {{K|l}}abour. This is where you change what tasks the dwarf will carry out. Use the {{K|+}} and {{K|-}} keys to scroll down to masonry and enable it with the enter button, to allow this dwarf to use the masons workshop.&lt;br /&gt;
&lt;br /&gt;
Building items: hit {{K|q}} to search buildings and move your cursor to the masons workshop. {{K|a}} will add a new task, and hit {{K|d}} for door. Space to un-pause, and the mason should grab a rock and set about building you a door. When he is done, you can place this via the {{K|b}}uild menu ({{K|d}}oor). Note that there are some buildings that {{K|q}} doesn't work with. Use {{K|t}} for these instead.&lt;br /&gt;
&lt;br /&gt;
Beds are constructed in the same way ({{K|b}} on the build menu), but can only be made from wood in the carpenters workshop.&lt;br /&gt;
&lt;br /&gt;
=== Food and drink ===&lt;br /&gt;
&lt;br /&gt;
Food is sometimes difficult to get right. There are many ways to provide food for your dwarves, be it butchering animals from hunting or slaughtering your own, farming, fishing, trading etc, but the most reliable way is to farm. The new version of the game added the ability to farm certain plants/crops outside your fortress, aswell as inside. There are many guides on farming, so I won't go into it here, but sufficed to say, you build farm plots with {{K|b}}uild {{K|p}}lot on either soil (clay, loam, sand, etc) or rock that has been muddied by water, and once it is built by your farmers, select {{K|q}} and choose the seed type. Plump helmet is the best choice just now. As seeding is seasonal, you might want to choose ahead of time. {{K|a}}, {{K|b}}, {{K|c}} and {{K|d}} choose spring, summer, autumn and winter. Just choose the seed type for each season.&lt;br /&gt;
&lt;br /&gt;
Drink is created from the [still] with crops grown in the fields and from wild plants you can tell your dwarves to gather. Drinking booze is much better than drinking water, as it increases dwarven efficiency. Water is required for any injured dwarves, it is attained in a number of different ways. If your map has a river or brook on it, dwarves will automatically go to it to drink. If this is not the case, hope that there is a lake or pond on the surface of your map, or else it will be a while before you get access to water. I hope you brought lots of drink with you.&lt;br /&gt;
&lt;br /&gt;
Well, that is the basics of Dwarf Fortress. What you want to do now is set up a steady supply of food, keep digging downwards and along, and make sure you are prepared for winter. Expect a trade [[caravan]] to come to your fortress just before winter, so make sure you build a trade depot. Oh, and you could get a group of 5-12 dwarves arriving before winter as well, so make sure you have enough food to feed everyone.&lt;br /&gt;
&lt;br /&gt;
Good luck.&lt;br /&gt;
&lt;br /&gt;
Other points of interest&lt;br /&gt;
&lt;br /&gt;
* {{K|z}} will give you an overview of your fortress, and will allow you to select animals for slaughter (just hit enter when the word &amp;quot;Animals&amp;quot; at the top is highlighted).&lt;br /&gt;
&lt;br /&gt;
* {{K|u}} gives you information on individual dwarves and their current tasks.&lt;br /&gt;
&lt;br /&gt;
* You can use the mouse to designate areas (mine, trees, etc), and right-clicking gives a new scroll option.&lt;br /&gt;
&lt;br /&gt;
* To exit the game, you must save first, and it will automatically move you to the start screen again.&lt;br /&gt;
&lt;br /&gt;
* If you want to look at something, use {{K|q}}, {{K|t}}, {{K|k}}, or {{K|v}}. {{K|q}} and {{K|t}} looks at buildings and other constructions, and depending on the structure, will let you change the build queue, look at the contents of the building, destroy the building, or let you toggle settings on doors and such.&lt;br /&gt;
&lt;br /&gt;
* {{K|k}} will show individual items in a tile, and {{K|v}} shows individual dwarves and other creatures. In any combat you will find it easier to keep track on what's going on by pressing {{K|v}} to select creatures and {{K|w}} to look at their wounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11340</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11340"/>
		<updated>2007-11-18T10:09:05Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Food and drink */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf Fortress Starter Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
This quick and cheerful guide aims to help those of you brave enough to tackle this game over the first few hurdles that it presents.&lt;br /&gt;
&lt;br /&gt;
Before we start, I must stress that this game can get very complicated very fast, and you may get overwhelmed at multiple points. Don't give up, you'll get the hang of it eventually. Focus on getting food and shelter first, and you'll have plenty of time to take the rest of the game slowly.&lt;br /&gt;
&lt;br /&gt;
=== Aim of the game ===&lt;br /&gt;
&lt;br /&gt;
The basic premise of the game is to build, with the help of your starting seven dwarves and any children or immigrants, a successful, prosperous fortress. By keeping up with the needs of your dwarves, they will gladly do anything you ask and soon your fortress will be magnificent (if it all goes well).&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
&lt;br /&gt;
Your dwarves need food, drink and a bed generally, so these will be your first objectives. However, when you start, your dwarves are just sitting on the surface of your newly generated world, so we have to get them under the earth, where they belong. The new version of Dwarf Fortress implements a whole new way of digging, the Z-Axis. Using this, you can not only dig sideways, but downwards and upwards as well. Press {{K|d}} to open the [[designation panel]], and you'll be greeted by a lot of possible designations. Firstly, choose &amp;quot;Downwards Stairway&amp;quot;. Using your mouse, click somewhere on the screen to place it. Then, press {{K|Shift + .}} ({{K|&amp;gt;}}) Your view will then change, showing blackness, with periodic grey %,. signs.  You just went down a z-level. Think of it as going one level down. You should see that underneath the downwards stairway you placed just a second ago, there will be a grey block. Go back into the {{K|d}} menu, and select &amp;quot;Upwards Stairway&amp;quot;. Click in the grey block to place it, and the two stairways will link up. Press {{K|Shift + ,}} ({{K|&amp;lt;}}) (To go up a z-level) and then {{K|Space}} and your miner dwarf will run over and dig the stairways. Once the stairs are built, you can continue to build. Using {{K|d}} again, designate an area no larger than 7x7 squares away next to the stairs on your first -z level for mining. Make sure that the mining designation is connected to an open room or space, or else the dwarves will not be able to mine. The area you designated for mining should turn yellow, and when you hit {{K|Space}} again, your mining dwarf/s will hurry to mine out the selected area. This is the basic skill in Dwarf Fortress, being able to dig.&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|While this page has some good general information, a much more detailed introduction can be found at the [[Your first fortress]] page.}}&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
All of your dwarves' possessions are on the wagons on the surface, including food, seeds, equipment and anything else you brought. Storing food inside is a good idea, so hit {{K|p}} to open the stockpile menu, then hit {{K|f}} for food. Move the keyboard over to the start corner of a big room, hit enter, then move to the other corner, hitting enter again will place the pile, and your dwarves should begin hauling food to it immediately.&lt;br /&gt;
&lt;br /&gt;
You should also make a {{K|p}}-&amp;gt;{{K|w}} wood and refuse pile outside.&lt;br /&gt;
&lt;br /&gt;
Stone is dug out of the earth itself, while wood is collected from trees (usually outside). To designate trees to be cut, open the {{K|d}} menu, and select {{K|t}} for trees, then drag a box around the trees you want felled.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
&lt;br /&gt;
Next up: Constructing buildings and objects. You can place many buildings (almost all 3x3) that carry out various tasks from making food to carving stone, smelting ore to generating power.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|b}}uild menu, and then {{K|w}}orkshop. You'll be seeing the build menu often as you build and expand your fortress. Build a mason's and a carpenter's workshop, so that you can craft stone and wood that you collect. Your dwarves should begin construction reasonably quickly.&lt;br /&gt;
&lt;br /&gt;
You may need to reassign dwarves to other jobs in order to get them to do something (build, work at certain workshop, move something etc). Hit {{K|v}} to view dwarves, and scroll until you find one. The {{K|g}}eneral panel will show name, skills and current actions. Change to {{K|p}}references and {{K|l}}abour. This is where you change what tasks the dwarf will carry out. Use the {{K|+}} and {{K|-}} keys to scroll down to masonry and enable it with the enter button, to allow this dwarf to use the masons workshop.&lt;br /&gt;
&lt;br /&gt;
Building items: hit {{K|q}} to search buildings and move your cursor to the masons workshop. {{K|a}} will add a new task, and hit {{K|d}} for door. Space to un-pause, and the mason should grab a rock and set about building you a door. When he is done, you can place this via the {{K|b}}uild menu ({{K|d}}oor). Note that there are some buildings that {{K|q}} doesn't work with. Use {{K|t}} for these instead.&lt;br /&gt;
&lt;br /&gt;
Beds are constructed in the same way ({{K|b}} on the build menu), but can only be made from wood in the carpenters workshop.&lt;br /&gt;
&lt;br /&gt;
=== Food and drink ===&lt;br /&gt;
&lt;br /&gt;
Food is sometimes difficult to get right. There are many ways to provide food for your dwarves, be it butchering animals from hunting or slaughtering your own, farming, fishing, trading etc, but the most reliable way is to farm. The new version of the game added the ability to farm certain plants/crops outside your fortress, aswell as inside. There are many guides on farming, so I won't go into it here, but sufficed to say, you build farm plots with {{K|b}}uild {{K|p}}lot on either soil (clay, loam, sand, etc) or rock that has been muddied by water, and once it is built by your farmers, select {{K|q}} and choose the seed type. Plump helmet is the best choice just now. As seeding is seasonal, you might want to choose ahead of time. {{K|a}}, {{K|b}}, {{K|c}} and {{K|d}} choose spring, summer, autumn and winter. Just choose the seed type for each season.&lt;br /&gt;
&lt;br /&gt;
Drink is created from the [still] with crops grown in the fields and from wild plants you can tell your dwarves to gather. Drinking booze is much better than drinking water is good, as it increases dwarven efficiency. Water is required for any injured dwarves, it is attained in a number of different ways. If your map has a river or brook on it, dwarves will automatically go to it to drink. If this is not the case, hope that there is a lake or pond on the surface of your map, or else it will be a while before you get access to water. I hope you brought lots of drink with you.&lt;br /&gt;
&lt;br /&gt;
Well, that is the basics of Dwarf Fortress. What you want to do now is set up a steady supply of food, keep digging downwards and along, and make sure you are prepared for winter. Expect a trade [[caravan]] to come to your fortress just before winter, so make sure you build a trade depot. Oh, and you could get a group of 5-12 dwarves arriving before winter as well, so make sure you have enough food to feed everyone.&lt;br /&gt;
&lt;br /&gt;
Good luck.&lt;br /&gt;
&lt;br /&gt;
Other points of interest&lt;br /&gt;
&lt;br /&gt;
* {{K|z}} will give you an overview of your fortress, and will allow you to select animals for slaughter (just hit enter when the word &amp;quot;Animals&amp;quot; at the top is highlighted).&lt;br /&gt;
&lt;br /&gt;
* {{K|u}} gives you information on individual dwarves and their current tasks.&lt;br /&gt;
&lt;br /&gt;
* You can use the mouse to designate areas (mine, trees, etc), and right-clicking gives a new scroll option.&lt;br /&gt;
&lt;br /&gt;
* To exit the game, you must save first, and it will automatically move you to the start screen again.&lt;br /&gt;
&lt;br /&gt;
* If you want to look at something, use {{K|q}}, {{K|t}}, {{K|k}}, or {{K|v}}. {{K|q}} and {{K|t}} looks at buildings and other constructions, and depending on the structure, will let you change the build queue, look at the contents of the building, destroy the building, or let you toggle settings on doors and such.&lt;br /&gt;
&lt;br /&gt;
* {{K|k}} will show individual items in a tile, and {{K|v}} shows individual dwarves and other creatures. In any combat you will find it easier to keep track on what's going on by pressing {{K|v}} to select creatures and {{K|w}} to look at their wounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2803</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2803"/>
		<updated>2007-11-16T20:00:48Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of '''gems''' can be found strewn throughout the fortress. Gems can used to [[encrust]] [[furniture]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have base [[item values|value]] of 3 in rough form, which is multiplied by appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be [[decorated]] (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Found where&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5|'''''Ornamental'''''&lt;br /&gt;
|-&lt;br /&gt;
|onyx||2×||{{Raw Tile|@|#888|#888}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|morion||2×||{{Raw Tile|@|#888|#888}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|schorl||2×||{{Raw Tile|@|#888|#888}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lace agate||2×||{{Raw Tile|@|#00f|#00f}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|blue jade||2×||{{Raw Tile|@|#00f|#00f}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lapis lazuli||2×||{{Raw Tile|@|#00f|#00f}}||Igneous intrusive, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|prase||2×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|prase opal||10×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bloodstone||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moss agate||2×||{{Raw Tile|@|#0a0|#0a0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moss opal||10×||{{Raw Tile|@|#0a0|#0a0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|variscite||2×||{{Raw Tile|@|#0a0|#0a0}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysoprase||2×||{{Raw Tile|@|#0f0|#0f0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysocolla||2×||{{Raw Tile|@|#00f|#00f}}||Malachite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sard||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|carnelian||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|banded agate||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sardonyx||2×||{{Raw Tile|@|#a00|#a00}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cherry opal||10×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|lavendar jade||2×||{{Raw Tile|@|#a0a|#a0a}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink jade||2×||{{Raw Tile|@|#f0f|#f0f}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tube agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fire agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|plume agate||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|brown jasper||2×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|picture jasper||3×||{{Raw Tile|@|#aa0|#aa0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|smoky quartz||2×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|wax opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|wood opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|amber opal||10×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|gold opal||10×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|citrine||2×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow jasper||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tigereye||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tiger iron||2×||{{Raw Tile|@|#ff0|#ff0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sunstone||2×||{{Raw Tile|@|#ff0|#ff0}}||Basalt, Gneiss|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|resin opal||10×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pyrite||2×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear tourmaline||10×||{{Raw Tile|@|#fff|#fff}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|gray chalcedony||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|dendritic agate||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|shell opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bone opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white chalcedony||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fortification agate||2×||{{Raw Tile|@|#fff|#fff}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|milk quartz||2×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|moonstone||2×||{{Raw Tile|@|#fff|#fff}}||Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white jade||2×||{{Raw Tile|@|#fff|#fff}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|jasper opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pineapple opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|onyx opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|milk opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pipe opal||10×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|aventurine||3×||{{Raw Tile|@|#0a0|#0a0}}||Sedimentary|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|turquoise||2×||{{Raw Tile|@|#00f|#00f}}||Igneous extrusive, Kaolinite, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rose quartz||3×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rock crystal||2×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5| '''''Semi-Precious'''''&lt;br /&gt;
|-&lt;br /&gt;
|black zircon||20×||{{Raw Tile|@|#888|#888}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black pyrope||20×||{{Raw Tile|@|#888|#888}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|melanite||15×||{{Raw Tile|@|#888|#888}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|indigo tourmaline||25×||{{Raw Tile|@|#00a|#00a}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|blue garnet||30×||{{Raw Tile|@|#00a|#00a}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tsavorite||30×||{{Raw Tile|@|#0a0|#0a0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green tourmaline||20×||{{Raw Tile|@|#0a0|#0a0}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|demantoid||30×||{{Raw Tile|@|#0a0|#0a0}}||Chromite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green zircon||20×||{{Raw Tile|@|#0a0|#0a0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|green jade||20×||{{Raw Tile|@|#0f0|#0f0}}||Alluvial|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|heliodor||20×||{{Raw Tile|@|#0f0|#0f0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|peridot||20×||{{Raw Tile|@|#0f0|#0f0}}||Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red zircon||20×||{{Raw Tile|@|#a00|#a00}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red tourmaline||15×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red pyrope||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|almandine||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red grossular||20×||{{Raw Tile|@|#a00|#a00}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink tourmaline||15×||{{Raw Tile|@|#f00|#f00}}||Metamorphic, Sedimentary, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red beryl||20×||{{Raw Tile|@|#f00|#f00}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|fire opal||15×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rhodolite||20×||{{Raw Tile|@|#a0a|#a0a}}||Metamorphic, Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|purple spinel||20×||{{Raw Tile|@|#a0a|#a0a}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|alexandrite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|tanzanite||20×||{{Raw Tile|@|#f0f|#f0f}}||Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|morganite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|violet spessartine||20×||{{Raw Tile|@|#f0f|#f0f}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pink garnet||20×||{{Raw Tile|@|#f0f|#f0f}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|kunzite||20×||{{Raw Tile|@|#f0f|#f0f}}||Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cinnamon grossular||20×||{{Raw Tile|@|#aa0|#aa0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|honey yellow beryl||20×||{{Raw Tile|@|#aa0|#aa0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|jelly opal||15×||{{Raw Tile|@|#aa0|#aa0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|brown zircon||20×||{{Raw Tile|@|#aa0|#aa0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow zircon||20×||{{Raw Tile|@|#ff0|#ff0}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|golden beryl||20×||{{Raw Tile|@|#ff0|#ff0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow spessartine||20×||{{Raw Tile|@|#ff0|#ff0}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|topaz||20×||{{Raw Tile|@|#ff0|#ff0}}||Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|topazolite||20×||{{Raw Tile|@|#ff0|#ff0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|yellow grossular||20×||{{Raw Tile|@|#ff0|#ff0}}||Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|rubicelle||20×||{{Raw Tile|@|#ff0|#ff0}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear garnet||20×||{{Raw Tile|@|#fff|#fff}}||Metamorphic, Granite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|goshenite||20×||{{Raw Tile|@|#fff|#fff}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|cat's eye||20×||{{Raw Tile|@|#fff|#fff}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|clear zircon||25×||{{Raw Tile|@|#fff|#fff}}||All Igneous, Metamorphic|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|amethyst||20×||{{Raw Tile|@|#f0f|#f0f}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|aquamarine||20×||{{Raw Tile|@|#00f|#00f}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red spinel||20×||{{Raw Tile|@|#a00|#a00}}||Metamorphic, Diorite, Gabbro|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|chrysoberyl||20×||{{Raw Tile|@|#0f0|#0f0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|precious fire opal||20×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|red flash opal||20×||{{Raw Tile|@|#f00|#f00}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|black opal||30×||{{Raw Tile|@|#888|#888}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|white opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|crystal opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|claro opal||20×||{{Raw Tile|@|#00f|#00f}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|levin opal||20×||{{Raw Tile|@|#ff0|#ff0}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|harlequin opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|pinfire opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|bandfire opal||20×||{{Raw Tile|@|#fff|#fff}}||All stone|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|light yellow diamond||30×||{{Raw Tile|@|#fff|#fff}}||Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5| '''''Precious'''''&lt;br /&gt;
|-&lt;br /&gt;
|faint yellow diamond||40×||{{Raw Tile|@|#aa0|#aa0}}||Kimberlite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|emerald||40×||{{Raw Tile|@|#0a0|#0a0}}||Granite, Schist, Marble|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|ruby||40×||{{Raw Tile|@|#a00|#a00}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|sapphire||40×||{{Raw Tile|@|#00a|#00a}}||Bauxite|| Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5| '''''Rare'''''&lt;br /&gt;
|-&lt;br /&gt;
|clear diamond||60×||{{Raw Tile|@|#fff|#fff}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|red diamond||60×||{{Raw Tile|@|#a00|#a00}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|green diamond||60×||{{Raw Tile|@|#0a0|#0a0}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|blue diamond||60×||{{Raw Tile|@|#00a|#00a}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|yellow diamond||60×||{{Raw Tile|@|#ff0|#ff0}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|black diamond||60×||{{Raw Tile|@|#888|#888}}||Faint yellow diamonds|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|star sapphire||60×||{{Raw Tile|@|#00f|#00f}}||Sapphire|| Single gem&lt;br /&gt;
|-&lt;br /&gt;
|star ruby||60×||{{Raw Tile|@|#f00|#f00}}||Ruby|| Single gem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Diamonds are the only gems defined as vulnerable to heat. They ignite at 800°C (1440°F) and boil off at 3700°C (6700°F).&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
&lt;br /&gt;
Colored diamonds only occur in clusters of faint yellow diamonds, and star sapphires and rubies only occur within clusters of their peers. Faint yellow diamonds only appear in Kimberlite (which itself only appears in Gabbro layers) and sapphires and rubies only appear in Bauxite (which occurs in any Sedimentary layers).&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|■|#0a0|#000}}||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|■|#0aa|#000}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|■|#fff|#000}}||rough rock crystal + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a [[magma glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Glass has other uses than as a mere gem, as glass can be used as (a rather odd looking) stone for most buildings, such as Tables or Doors.  In addition, Glass can be converted into [[Trap]] components, such as large, spiked balls or giant axes.  However, this appears to requires a Glass Bar, which is not possible to create at the current time.&lt;br /&gt;
&lt;br /&gt;
Glass windows can be made at a glass furnace as an alternative to making windows from gems.&lt;br /&gt;
&lt;br /&gt;
Outside of Metal and Wood, Glass is the only readily available material to create Cages out of, as well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5084</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5084"/>
		<updated>2007-11-16T19:47:29Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
::I had a dwarf that wanted some stones, metal bars ,leather and &amp;quot;raw...green&amp;quot;, 'rough...color&amp;quot;, and &amp;quot;rough[or was it raw?]...crystal&amp;quot; at the same time - he hauled everything(stones, bars, leather, green glass, a generic uncut gem) to his workshop exсept for the last thing. Too bad I'm not even sure that rock crystals exist in this version not to mention my specific location.--[[User:Another|Another]] 05:17, 12 November 2007 (EST)&lt;br /&gt;
:::Just verifying, rock crystal exists! Found a tiny pocket of them in some diorite.--[[User:Trukkle|Trukkle]] 14:47, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=953</id>
		<title>ASCII art reward</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=953"/>
		<updated>2007-11-12T09:21:05Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are sending a [[Dwarf_Fortress_Wiki:Site_support|donation]] to [http://www.bay12games.com/dwarves/ Bay12Games], they might send you an ASCII Art Reward in exchange. It is a small scene happening in the Dwarf Fortress world.  If the same donator gives more than one time, it is also possible that the bits of ASCII Art follow each other and form a story.&lt;br /&gt;
&lt;br /&gt;
Each piece of ACSII Art Reward belong to the donator who received it, but to appetize new potential donators, sharing them might be a good thing :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Laod|Laod]] 15 October 2006&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Qwip|qwip]]==&lt;br /&gt;
===(05 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;...@T@..###S#&lt;br /&gt;
&lt;br /&gt;
Taking a break from their duty, the two guards sat at a table with a scenic view of the chasm.&lt;br /&gt;
They did not notice as they drained their mugs that they were being watched from the shadows &lt;br /&gt;
by clusters of pale eyes.  A table by the chasm?! &amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Qwip|qwip]] 05 December 2006&lt;br /&gt;
&lt;br /&gt;
===(09 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.@......####&lt;br /&gt;
...T@@~S####&lt;br /&gt;
.......#####&lt;br /&gt;
&lt;br /&gt;
Dolan was chatting with Aliz about the health benefits of dwarven beer when Aliz disappeared.  &lt;br /&gt;
Dolan sprang to his feet and saw that Aliz was being dragged toward the chasm, a thick rope of&lt;br /&gt;
translucent silk wrapped around his left ankle.  At the lip of the chasm, a bloated form slowly&lt;br /&gt;
reeled the line in with her spindly legs.  &lt;br /&gt;
Dolan knew immediately -- it was the Wolf-Mother of Darkness.  &lt;br /&gt;
He grabbed his axe and ran toward Aliz, who was now only a few more pulls from the beast.&lt;br /&gt;
&lt;br /&gt;
As he was hauling ore to the magma smelter, the peasant Kogarak saw the situation, screamed,&lt;br /&gt;
dropping his load, and ran toward the barracks.  As he heard the sound of an axe ring against&lt;br /&gt;
stone behind him, he wondered if he would make it in time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
:&amp;amp;mdash; [[User:Qwip|Qwip]] 08:40, 9 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===(18 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@...@.####&lt;br /&gt;
@..T..@S####&lt;br /&gt;
.......#####&lt;br /&gt;
&lt;br /&gt;
The axe had scored the stone floor where it had severed the silk line.  The Wolf-Mother chittered&lt;br /&gt;
angrily and pounced at Dolan, moving with surprising quickness.  Dolan was knocked to the ground,&lt;br /&gt;
the enormous body of the foul creature pressing him into the stone.  His axe clanged some distance&lt;br /&gt;
away.  The blunt knobs at the end of the Wolf-Mother's forelegs dug into Dolan's ribs as her&lt;br /&gt;
dripping mandibles drew closer to his face.  He grabbed her head with both hands, trying&lt;br /&gt;
desperately to keep her at bay.  A foul-smelling spittle dripped on to his cheek.&lt;br /&gt;
&lt;br /&gt;
Aliz, still dazed from his initial fall, slowly made his way to his feet.  Seeing Dolan's desperate&lt;br /&gt;
struggle, he drew his sword and hacked at one of the Wolf-Mother's legs.  The bumpy skin was&lt;br /&gt;
incredibly tough, but the steel blade left the appendage hanging by tatters.  The Wolf-Mother&lt;br /&gt;
belched a grating rasp and rolled away from Aliz and faced the dwarves.  Dolan crawled toward his&lt;br /&gt;
axe, but the nauseating venom drenching his face and beard had left him almost powerless.  The&lt;br /&gt;
Wolf-Mother hesitated, her wound oozing white ichor as Aliz stood his ground.&lt;br /&gt;
&lt;br /&gt;
There were several sharp cracking noises, and the Wolf-Mother crumpled, several iron bolts &lt;br /&gt;
protruding from her many eyes.  In the distance stood Bomtek and the other marksdwarves, &lt;br /&gt;
accompanied by Kogarak.  Aliz rushed to Dolan.  The dwarf was breathing heavily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My body feels like gravel.  I need a drink,&amp;quot; Dolan said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wolf-Mother is dead.  Brace up.  I'll bring you your mug.&amp;quot;  Aliz fetched Dolan's mug from&lt;br /&gt;
the table and brought it to the dwarf where he lay on the stone floor.  The mug was almost empty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The brood,&amp;quot; Dolan whispered.  &amp;quot;The night brood will come.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:&amp;amp;mdash; [[User:71.230.107.222|71.230.107.222]] 12:28, 14 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==[[The Toad Preservation Society]]==&lt;br /&gt;
&lt;br /&gt;
Toady One and ThreeToe are continuously working on Dwarf Fortress since 4 years (well, when that was that written, in early 2007). On the same Idea, the Toad Preservation Society is trying to bring a very modest but continuous support. One result of this support is that ongoing series of art rewards. Slowly a story unfolds. Of course, the main target for the donation is not to get the reward, but to show the [[Bay12Games]] team that we love their project and value their effort. So let's consider each bit of that series as a nice present.&lt;br /&gt;
&lt;br /&gt;
===(11 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.M.@$.&lt;br /&gt;
&lt;br /&gt;
Deep in the fortress, a lava man springs an ambush on the treasurer, who is happily &lt;br /&gt;
counting coins.  Could this be the beginning of the end?!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--The Toad Preservation Society, 11 October 2006&lt;br /&gt;
&lt;br /&gt;
===(12 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
######.....M#~~~&lt;br /&gt;
@..@@@......M~~~&lt;br /&gt;
######..M%$.#~~~&lt;br /&gt;
&lt;br /&gt;
Hammered and burnt by molten fists, the treasurer collapsed.  That will teach him to&lt;br /&gt;
count coins near the magma flow.  More lava men erupt from the magma as a fortress patrol &lt;br /&gt;
enters the room, one of them the treasurer's wife.  Fighting back tears, she screams in&lt;br /&gt;
wild rage as the soldiers charge the beasts.  Will vengeance prevail this terrible day?! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--The Toad Preservation Society, 12 November 2006&lt;br /&gt;
&lt;br /&gt;
===(5 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..=#  #############~~~# %&lt;br /&gt;
[@.#########.%-.%.#~~~#  '&lt;br /&gt;
.=..........@.-....~~~#,&lt;br /&gt;
############..@%-.#~~~####&lt;br /&gt;
   ` '###########.=====........##&lt;br /&gt;
 %    #############~~~####&lt;br /&gt;
&lt;br /&gt;
Indeed, vengeance did prevail, though it was bought with the lives of soldiers.  &lt;br /&gt;
The Axedwarf Aloran, wife of the treasurer, grieves now over the charred body of her&lt;br /&gt;
husband, her grief-stricken face shining red in the magma's light.  Yet the lava men&lt;br /&gt;
were only driven forth by rumors deep within the earth, ever rumbling now, ever&lt;br /&gt;
approaching the lip of the glowing pit discovered by the miners not long after the&lt;br /&gt;
bridging of the magma.  The sound reached even the heart of the fortress, where &lt;br /&gt;
Regukar the Mason has begun a mysterious construction.  What fey mood has possessed&lt;br /&gt;
Regukar?!  Will Aloran's mourning be troubled by even greater dangers?! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--The Toad Preservation Society, 5 December 2006&lt;br /&gt;
&lt;br /&gt;
===(10 January 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[@.#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@..........-....~~~#,&lt;br /&gt;
###############...%-.#~~~########..&lt;br /&gt;
      ` '###########.=====....@.&amp;amp;.##&lt;br /&gt;
    %    #############~~~########..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A great crash echoed down the inward passageway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;More beasts deeper in the mines?&amp;quot; said Narol fearfully, a recruit, the only member of the patrol save Aloran to survive.  His right arm was burned horribly and he now held his axe in his left hand, weakly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell the Baron that lava men have entered the mines.  I'll remain here.&amp;quot;  Aloran unmoving eyes stared over the bridge toward the mines.  There would be no discussion.  Narol stumbled up the opposite passage to the workshops.&lt;br /&gt;
&lt;br /&gt;
Regukar was in the lower mason's shop, gazing into his hands, his face aglow with the light shining upward from his palms.  The Baron was there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is this?  Did I not commission an obsidian throne?  Why was this workshop built so near the magma flow if I'm to be seated on granite for the rest of my days?&amp;quot;  The Baron sounded annoyed, but he was also trying to stare over Regukar's shoulder to see the treasure.  The Baron reached for Regukar's wrist, and the mason turned violently and spat in the Baron's face just as Narol careened into the chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Stout Wheels have held the bridge, but lava men are in the mines!  Many are dead...  Aloran is guarding the mine entrance alone...&amp;quot;  Narol collapsed, breathing heavily.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Narol was gone, but Aloran did not notice.  &amp;quot;I will kill them all,&amp;quot; she said, and she walked down the bridge into the mines, leaving the bodies of her husband and the recruits behind.  As she descended into the mines, the magma's light faded and she was engulfed by the dimness in which she had spent most of her life.  Yet ahead she discerned an eerie glow.  The miners had located these pits not long ago as they hunted for hematite.  The lava men must be using them, accessing the mines away from the magma flow, Aloran thought, though she did not dwell on it long.  Soon her mind was focused again on death.&lt;br /&gt;
&lt;br /&gt;
Suddenly the light was blotted out, followed by a shaking that almost knocked Aloran from her feet.  &amp;quot;COAH!  So long I have waited for my master...  only to find this sweet hairy dumpling.  It must be time for the Great Feast.&amp;quot;  Aloran could discern its corpulence through the darkness.  A lardy bloated creature, like those that made raids from the river, yet more grotesque, covered with translucent boils -- and many times larger.  The thing croaked, &amp;quot;I sense...  COAH!  You have lost someone recently...  your husband.  Worry not, little dumpling!  You will be reunited in my innards when I am done feeding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aloran did not speak.  She would not entertain the creature -- she would have it dead.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 January 2007&lt;br /&gt;
&lt;br /&gt;
===(11 February 2007)===&lt;br /&gt;
&lt;br /&gt;
And it keeps going and growing !!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@.........@-....~~~#,&lt;br /&gt;
###############...%-.#~~~########&amp;amp;.&lt;br /&gt;
      ` '###########.=====@.@@.@%&amp;amp;##&lt;br /&gt;
    %    #############~~~########.&amp;amp; &lt;br /&gt;
&amp;lt;/pre&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Aloran hacked at the thing's wide belly with her battle axe.  It lurched backward, avoiding the full force of the strike, and crashed into the cavern wall.  Immediately, as if its lardy mass had bounced off the barrier, it leapt forward and knocked Aloran to the ground, pressing down on her shoulders with its great slimy hands.  Its mouth opened, and a slick lolling tongue poured out like thick syrup and covered Aloran's face.  It was going to swallow her whole!  Unable to breathe, Aloran fumbled around in her boot and pulled out a small pointed hammer.  Struggling to maintain consciousness, Aloran swung the hammer from her elbow.  The point pierced one of the great creature's eyes, which popped and drained a viscous pus over the dwarf.  The thing backed off of the warrior's body, its fat tongue dragging on the ground, leaving a broad swath of spittle.  Aloran stood, breathing heavily, her axe secure in her right hand.  She advanced on the retreating beast, her weapon lifted over her head.  She wound further backward, then brought the axe blade around in a sweeping arc down on the bloated fiend's tongue, forking it.&lt;br /&gt;
&lt;br /&gt;
Two more silhouettes appeared in the eerie glow above the beast's quivering form.  As they approached, she could see they were gray and glistening, partially encased in shimmering pale shells, each walking on four stumpy legs.  They look like cave oysters, Aloran thought.  She raised her axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aloran!&amp;quot;  Three recruits with swords rushed down the passageway.  &amp;quot;The Baron sent for us.  Are you all right?&amp;quot;  Aloran did not turn to face them as the demonic oysters crawled over their bleeding companion.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How dare you spit on me!  You'll receive two hammerstrikes for this!&amp;quot;  The Baron was livid.  He had called for a peasant to notify reinforcements for the mines, of course, but now he was free to chastize Regukar.  Narol was still only semi-conscious, resting on the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I created it!  It is mine!&amp;quot;  Regukar's eyes were glowing with a fierce light.  He shifted his weight from foot to foot and held his arms close to his body, the light of his creation showing through his interlocked fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothing is yours!  You used stone from the miners, the miners carved that stone out of the mountain, and the mountain belongs to me.  Now hand the object over for inspection, and your past transgression might be forgiven.&amp;quot;  The Baron held out his hand.&lt;br /&gt;
&lt;br /&gt;
Before the Baron could react, Regukar grabbed his chisel and brought it down into the Baron's forehead.  The Baron crumpled, hitting the stone floor hard.  Regukar chuckled and ambled off down the passageway toward the mines. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 11 February 2007&lt;br /&gt;
&lt;br /&gt;
===(13 March 2007)===&lt;br /&gt;
Even if Toady is now deep into its work and the malor works on maps/moving armies, he took time adding a new part to these now ongoing story... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@..........-....~~~#,&lt;br /&gt;
###############...%-.#~~~########..&lt;br /&gt;
      ` '###########.=====@.%%%-&amp;amp;%##&lt;br /&gt;
    %    #############~~~########.. &lt;br /&gt;
&amp;lt;/pre&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Aloran, still winded, faced the two oyster demons.  The recruits stood by her side in a line blocking off the passageway.  The beasts slid down the toad's massive body, landing before it with a splatter.  The fiends moved slowly, but they had almost reached the dwarves.&lt;br /&gt;
&lt;br /&gt;
Two of the recruits, Roal and Daron, cousins who had just began sparring two weeks ago, lifted their swords and assailed the creatures.  Roal brought his weapon down hard on the shell of one of the beasts, but it was deflected.  From the space between the shell plates, a massive slimy appendage burst forth, ringing Roal and dragging him inside.  His lower body dangled from the creature.  Daron grabbed his legs and pulled, but Roal would not budge.  The other oyster demon raised up on its back legs and came crashing down on Daron.  The dwarf's head slammed hard against the passage way and he went unconscious.  Roal's legs twitched as the second demon turned back to the remaining warriors.&lt;br /&gt;
&lt;br /&gt;
Aloran had regained her breath and charged with the other recruit, Nlan, a dwarf from the north burrow.  The recruit stabbed at the demon's body, sinking his sword deep into its flesh, while Aloran aimed low and hacked off one of its stubby legs with her axe.  As it toppled, the thing spit out a stream of goo onto Nlan's face, which began to steam.  The recruit chortled and fell to the ground, unrecognizable.  Aloran finished off the creature by hacking into its soft body repeatedly.&lt;br /&gt;
&lt;br /&gt;
The other demon had completed its meal.  Roal's lower body detached and fell to the ground, and the oyster beast let out a belching noise.  Another sound emanated from its shell soon after.  &amp;quot;I sense...  loss...  your husband...  reunite...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence, beast,&amp;quot; Aloran spat.  &amp;quot;The toad made the same promise and failed to keep it.  Your kind use hollow words.&amp;quot;  At that moment, the toad demon's bleeding body quivered, as if it were laughing.&lt;br /&gt;
&lt;br /&gt;
The oyster spoke again.  &amp;quot;Daron...  reunite...  Roal...&amp;quot;  The slimy appendage slid out and looped around Daron's right leg.  Aloran ran forward, swinging her axe down on the oozing tentacle.  It was cloven asunder and fell to the tunnel floor, pouring out a thick white paste.&lt;br /&gt;
&lt;br /&gt;
As the oyster backed into the toad demon's still quivering form, the entire tunnel filled with a blinding light.  Aloran turned and saw the vague form of a dwarf raising its hand, from which the radiance emanated.  The light faded just enough for Aloran to make out the details.  It was Regukar, the mason.  In his hand, he held a glowing schist mini-forge. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 13 March 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(16 April 2007)===&lt;br /&gt;
All right, the Reward continues (this is the same story):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@@.####&lt;br /&gt;
.@@++d+&lt;br /&gt;
@.@####&lt;br /&gt;
&amp;lt;/pre&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Captain Kogan stood with his dwarves on the stone road before the great arch, beard dripping from the drizzling rain that had been falling since the early morning.  No word had been sent from the Baron concerning the deep mining operation for nearly two weeks.  The King had grown impatient and the Captain had been sent to investigate.&lt;br /&gt;
&lt;br /&gt;
The soft patter of rain on stone was slowly drowned out by a series of whirs and chirps coming from within the fortress.  It was like nothing the Captain had heard before.  He had his soldiers position themselves before the entrance with the marksdwarves kneeling in front of the others.  The sounds drew closer, until a small shape could be discerned emerging from the shadows beyond the archway.&lt;br /&gt;
&lt;br /&gt;
It looked like a lizard, twisted into that form from rusted iron strips, but it walked on its rear legs with a jerking and uncertain gait.  In the center of its head, visible through the metal frame, was a drooping lump of granite that appeared to be molded around the iron.  The stone glowed with a faint red light.&lt;br /&gt;
&lt;br /&gt;
The dwarves watched awe-struck as the metallic creature continued advancing until it finally stopped under the great arch.  Its head swiveled back and forth, eventually settling on the group.  The lizard's body grated against itself, and from somewhere within, it emitted a piercing whistle and charged.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire, Bomtek!  Now!&amp;quot;  Kogan ordered.&lt;br /&gt;
&lt;br /&gt;
The marksdwarf shot a bolt at the creature.  It hit the granite lump, shattering it.  The iron strips collapsed into a pile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W.. what in the name of the Lordaxe was that?&amp;quot; Nunon stammered.  &amp;quot;Where are the guards?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your guess is as good as mine,&amp;quot; said Kogan.  He walked forward and pushed the remnants of the creature about with his hammer.  &amp;quot;Something sinister is afoot.  We'll scout as far as the upper meeting hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Captain Kogan and his dwarves passed under the arch and disappeared into the dimly lit fortress.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 16 April 2007&lt;br /&gt;
&lt;br /&gt;
===(10 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##################&lt;br /&gt;
   #++++++++++d+++++++..&lt;br /&gt;
####+@+O++O++O+dOd+&amp;amp;#&lt;br /&gt;
+++++@+++++++++d+++@#&lt;br /&gt;
####+@+O++O++O++Od++#&lt;br /&gt;
   #++++++++++d+d++@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get out of there!&amp;quot; Kogan screamed.  It was too late.  Lokar was lost.  Only Bomtek, Nunon and Captain Kogan himself remained.  The rest had been mauled beyond recognition by the metallic beasts.  The passage to the upper hall had seemed clear, but it was a ruse.  The walls had come alive.  The lizards were everywhere.&lt;br /&gt;
&lt;br /&gt;
Now Kogan and the others were running for lives, pursued by the iron fiends.  They could outrun them if they didn't stop to fight.  The dwarves were approaching the meeting hall, though Kogan held little hope for that place now.  The only way out of the outpost lay behind them, through a maelstrom of metal fangs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The upper hall!&amp;quot; Kogan shouted when he spotted a light ahead.  The torches were still lit?  Perhaps the guards were able to stand after all!  Kogan and the others ran on, the din of whirs and chirps behind them driving them forward.  At last, the tired soldiers crossed under the arch and entered the upper meeting hall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm so pleased you could join us!&amp;quot; a voice boomed from the back of the chamber.  Kogan looked out between the pillars.  There on a granite throne sat a dwarf, his face twisted in madness.  In his hand he held a glowing object.  The stone floor before him was crawling with the metal lizards.  On his right, a fire burned in the shape of a tall man, lighting the entire hall.  On his left, a dwarf woman was tied, struggling against her bonds, hatred in her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you like my little friends?  Arshosh and I will make more, many, many more.  The miniforge is all-powerful!&amp;quot;  The crazed dwarf cackled.  &amp;quot;With it, I enslaved the spirit of fire, bound stone and metal to my will, and soon, soon!  Oh, yes.  Soon I will use the power of the miniforge to create a new race of dwarves!  Aloran will be the first!  Then all of you will join her!  And you shall call Regukar your master!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 April 2007&lt;br /&gt;
&lt;br /&gt;
===(June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ##################&lt;br /&gt;
   #+d+++++++%++++++++..&lt;br /&gt;
####d@dO++O++O%%O+%&amp;amp;#&lt;br /&gt;
++++d@d+++%%++++%%%%#&lt;br /&gt;
####d@dO+%O%+O+%O%%@#&lt;br /&gt;
   #+d+d+%++%%%+++%@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The soldiers had been quickly subdued, lashed to the floor by a writhing mass of metallic lizard bodies.  Regukar walked slowly to the place where Aloran was restrained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, Aloran, let us begin the ritual of transformation.&amp;quot;  Regukar held the shining miniforge near to the dwarf warrior's face as she continued to strain against the ropes.  The crazed mason lifted a tiny hammer and struck the minianvil once.  The fires of Arshosh rose to the ceiling of the great hall and twisted around its many granite pillars.  A tongue of flame engulfed the miniforge and the anvil began to glow even more brightly.&lt;br /&gt;
&lt;br /&gt;
Aloran felt her skin breaking.  The unbearable pain spread throughout her entire body.  Metal blades tore through the flesh of her arms and legs, and she felt a force trying to subdue her will.  &amp;quot;Regukar is your master.  Regukar is your master,&amp;quot; a voice in her mind whispered.  The ropes snapped as the blood-covered blades continued to rise.  The voice became louder and louder until it was all she could hear, drowning out her own screams.&lt;br /&gt;
&lt;br /&gt;
Through her tears she could see Regukar had buckled over, laughing uncontrollably, and the sight filled Aloran with an all-consuming hatred.  This contemptible dwarf could never be her master.  The pain and the voice faded away, and her animosity began to manifest itself in the power of her limbs.  The metal was part of her body now, and she felt its presence as surely as that of her own hands.&lt;br /&gt;
&lt;br /&gt;
Looking up, Regukar noticed Aloran's steady gaze, and worry crossed his face.  &amp;quot;My slave, the transformation is complete.  Call me master,&amp;quot; the mason stammered.  Aloran said nothing and punched Regukar in the face with her metal-bladed fist.  The knives stuck in his head, and the full weight of his dying body hung limply from Aloran's straight arm.  Regukar's mangled face slid slowly backward, and free from the blades the dwarf crumpled to the floor and lay unmoving on the stones.&lt;br /&gt;
&lt;br /&gt;
The tongue of flame slowly lifted the miniforge from the mason's clinging hand.  As the glowing object slipped from his grasp, his raised arm fell back to the ground, and he breathed his last.  The spirit of fire withdrew its flames, bringing the miniforge to the center of its translucent body.  The demon turned to Aloran and faded from sight.  There was a sudden crash as the metallic lizards fell to pieces. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, June 2007&lt;br /&gt;
&lt;br /&gt;
==TomTheHand==&lt;br /&gt;
&lt;br /&gt;
===(20 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..g#o@.%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shrolnak glared through the rusty iron bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat yer meat, ya hairy maggot,&amp;quot; the goblin snarled as it pushed the bowl back towards the dwarven child.  &amp;quot;It'll make yer beard longer.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Aliz kicked the bowl away again.  &amp;quot;I'm not eating until I get my mini-forge!&amp;quot;  Aliz crossed his arms above his plump little belly and turned away.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minnn..  what's yer mini-forge?&amp;quot;  The goblin was confused.  The only toy it had ever owned was a cracked elf skull. &lt;br /&gt;
&lt;br /&gt;
The dwarf child's eyes lit up.  &amp;quot;Uncle Kogan made it!  It glows in the dark!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glows in the dark, eh...  I'll poke around.&amp;quot;  The goblin scrambled away from the prison and disappeared around a corner.  In a few minutes, it returned, its hand cupped around something that glowed purple through its bony fingers. &lt;br /&gt;
&lt;br /&gt;
Aliz moved toward the bars, his wide eyes reflecting the eerie light.  The goblin held its right hand through the bar and dropped the glowing object into the child's waiting palms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now eat yer meat.&amp;quot;  The goblin wandered off. &lt;br /&gt;
&lt;br /&gt;
Aliz was still staring into his hands.  A sinister smile spread slowly over his face.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.T.g..@..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is the Soul of the Dark Power?!&amp;quot;  Arugor was screaming now.  He had fooled a dragon to obtain the wicked gem, and now it was nowhere to be found.  Shrolnak groveled before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master, I..  I don't know...&amp;quot;  Shrolnak had never truly adjusted to kneeling before the troll, but it couldn't be helped.  His master had been gifted with a cunning far beyond others of his kind, and Shrolnak was powerless before him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lies!  Your hands still shine with its aura!  Where have you hidden my treasure?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;T.. that gem?  I thought that's all it was.  I... I let the dwarf child play with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?!  Fool!  I must reclaim it before it is too late.&amp;quot;  Arugor was bothered that Shrolnak had somehow managed to avoid the intricate traps in the Soul Chamber, but he would leave that matter alone until the gem was reclaimed. &lt;br /&gt;
&lt;br /&gt;
Just as Arugor turned to leave, a plump dwarven child floated into the throne room, trailed by a billowing mist.  In his hands, he clutched a deep purple gem.  The hovering child had a wicked grin twisted into his bearded face.  Arugor and Shrolnak shielded their faces, helpless before the radiance of the wielded Soul. &lt;br /&gt;
&lt;br /&gt;
The child levitated higher, close to the ceiling, and looked down upon the quivering monsters.  &amp;quot;With my power, I shall build the greatest mini-forge the world has ever known!&amp;quot;  The dwarf was enveloped by the purple light and passed through the ceiling.&lt;br /&gt;
&lt;br /&gt;
==[[User:Spelguru|Spelguru]]==&lt;br /&gt;
===(19 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..@.M.~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The adventurer, transformed into a ghoul by strange forces, crawls toward the Everlasting River of Curing, barely clinging to his life, such as it had become.  Suddenly, from the ceiling dropped...  Adamantine Man!  Is there any hope?!&lt;br /&gt;
&lt;br /&gt;
===(19 December 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
...M.~~~~..&amp;quot;.&lt;br /&gt;
.....@~~~~...&lt;br /&gt;
....&amp;quot;~~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke and said, &amp;quot;Unfortunate stranger!  You wish to cast off your affliction?  Drink then, and be blessed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So the adventurer drank.  The soothing warmth of the water spread from the center of his body, out to his deformed fingers and toes.  Without pain, they shifted and were set in their proper places, along with the other marks of the affliction.  All was well. &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at Adamantine Man in awe and asked, &amp;quot;I am grateful, Adamantine Man, for I had been without hope.  For years unnumbered, my people have deemed the River unapproachable.  'Adamantine Man is there', they said, and yet, I have found naught here but a generous host and the cure to all that ailed me.  Tell me Adamantine Man, why are you so feared?  I am humbled by your graciousness, but am I truly free from danger?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a second time and said, &amp;quot;Indeed, be not afraid.  Your people regard me with terror, for they do not understand me, and verily, who among you can understand Adamantine Man, who does not understand himself?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer bowed his head and said, &amp;quot;It is true.  Even now I am unsettled, for though you have granted me renewed life asking for nothing, still, even now, I wish to leave and never return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a third time and said, &amp;quot;So it has always been.  Go now in peace.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer left without looking back.  Overjoyed, his family accepted him, no longer an outcast, and soon all in the land had heard that he who had once been tainted was made whole by the River.&lt;br /&gt;
&lt;br /&gt;
Some years later, a man, broken in body, came to the adventurer's abode.  &amp;quot;I seek your aid, for it is said that you who were once tainted were made whole by the River.  Tell me, where is the River, that I might be restored?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at the man, and he said, &amp;quot;Adamantine Man is there.  Be content now, as I shall never be again.&amp;quot;  The man departed, and the adventurer remained.&lt;br /&gt;
&lt;br /&gt;
===(25 March 2007)===&lt;br /&gt;
&lt;br /&gt;
The adamantine man story ended.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@-***=.T&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Pulson-9000 seared the sky trailing ion-energized purple lightning.  The XZ-Trollmech Mk7 didn't stand a chance.  Another contract, another payment.  Rogar was the last dwarf of his village, and after many hardships had fallen into the tough life of a mercenary warrior.  He had stolen his first fighting bot, but after three years he had enough money to build and repair his own.  He spent his offtime tinkering, which soothed his still-dwarven heart. &lt;br /&gt;
&lt;br /&gt;
For now though, he was in enemy territory.  True, the contract was complete, but he had fought his way deep into the personal citadel of the vile cyber-modded troll Vanquidor in order to blow his Mk7 body to pieces, and now he had to laze through the bodyguards and sentry droids he hadn't already obliterated.  The dwarf had very little ordinance remaining.  Rogar put on his shades.  Things were about to get hot, but he was cool as a sonic-fan.  Time to fire it up!  Yeah!&lt;br /&gt;
&lt;br /&gt;
==[[User:Rewolf31|Rewolf31]]==&lt;br /&gt;
===(13 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.B@.~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And so Alor, a wrestler of renown, found himself between a great boar and the wide river.  For six days they struggled, and as the sun descended behind the hills on the evening of the seventh day, Alor finally collapsed in exhaustion.  The boar spoke and said, &amp;quot;I too am tired.  The sun has fallen.  Let us rest.&amp;quot;  And so Alor and the boar slept, and the sun arose on the morning of the eighth day.&lt;br /&gt;
&lt;br /&gt;
===(21 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,B@~,~,~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whiskey?&amp;quot; Alor asked the boar, holding up his flask.  The wrestler had not spoken for a week.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gladly,&amp;quot; the boar said, taking the flask up in its mouth.  &amp;quot;You block my path to the river, and now you offer me your flask.  Strange are the ways of your people.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your path?  I was seeking to cross the river and found myself menaced,&amp;quot; Alor said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The squirrels tell me I am a terror to behold when I am thirsty,&amp;quot; the boar said as it drained the flask.  &amp;quot;Do I menace you now?&amp;quot;  The boar looked mild and plump.  Indeed, the gentle creature reminded Alor of his daughter. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, I am not menaced.  I am reminded of home,&amp;quot; Alor said fondly.  At that moment his stomach growled, for he had not eaten in some time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hopefully I do not remind you of your dinner table,&amp;quot; the boar laughed, &amp;quot;though it remains to be seen who would have the final mastery in our contest.&amp;quot;  Alor smiled broadly and the boar guided Alor to the ford, where they parted as friends.&lt;br /&gt;
&lt;br /&gt;
===(12 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@a@+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Daddy!  Daddy!&amp;quot; the little girl cried happily as she ran toward the mighty dwarf where he stood under the archway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I missed you, sweet pod!&amp;quot; Alor crouched down and lifted the child up to his shoulder, where she sat, beaming.  &amp;quot;Have you been good while I was away?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I made a puzzle box.  See!&amp;quot;  The girl held out a soapstone box.  The master craftsdwarf always started the young ones with the material since it required little strength to carve, though it crumbled easily.  Even so, the box was quite exquisite. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's beautiful.  Now let me see here...&amp;quot;  Alor pressed a button and the lid popped open.  There was nothing inside.  &amp;quot;Hey, where's my treasure?&amp;quot; he said in mock indignation.&lt;br /&gt;
&lt;br /&gt;
The girl took the box and made a series of complicated motions along the inside of the empty compartment.  A second lid opened, revealing a piece of dwarven sugar candy.  The child giggled and smiled broadly. &lt;br /&gt;
&lt;br /&gt;
Alor scratched his head and laughed.  Coren was only six, but she was already beyond him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you win, daddy?&amp;quot; Coren asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, the tournament?  Yes, sweet pod, there hasn't been a dwarf born yet that can beat your father,&amp;quot;  Alor looked at the puzzle box.  &amp;quot;At least not at wrestling.  And you know what else?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What else, daddy?  What else?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I met a talking boar and we became friends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again?&amp;quot; Coren complained.  &amp;quot;I want to meet your animal friends soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'll invite them over for your party next month.  Until then, you have to work hard.  Do you have a lesson today?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes.  Mr. Goldlocket says he'll let me try marble today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marble, eh?  That's amazing.  You really are your mother's daughter.  I'll walk you to the shop.&amp;quot;  Together they strolled down the passageway.  Alor admired the carvings and architecture, occasionally pointing an engraving out and explaining its history, though his daughter had heard it all before.  It had been two months since he left for tournament, and the wrestler had missed his home very much. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The three of us should have a feast tonight.  What do you say?&amp;quot; Alor asked.  Coren did not respond.&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down.  His daughter was not there.  She was not in the passageway.  There was no sign of her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins!&amp;quot; A scream echoed through the tunnels.  &amp;quot;Goblins in the fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(18 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..|mBL@+++++++g+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm sure she's in there,&amp;quot; Alor said from his place behind the boulder where he looked down upon the rusted iron doors of Chatteltomb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must act now, while there's still time,&amp;quot; the boar urged.  This was the same boar that Alor had befriended by the riverbank, and it now came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The door is locked.  Even with our combined strength, I doubt we can force entry,&amp;quot; the leopard observed.  This was the same leopard that Alor had befriended in the high grasses, and it also came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry.  The guards were drunk in the ravine below,&amp;quot; the marmot announced as it scampered up the slope with the key in its mouth.  This was the same marmot that Alor had befriended on the mountainside, and it came to aid Alor after promises of food. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've only challenged the depths of this black pit once in my life.  It is a memory I have longed to forget, though it will serve me now,&amp;quot; Alor said.  &amp;quot;It sickens me that my daughter is kept there.  The way to the dungeons will not be heavily guarded, as fear of this place keeps all but the foolish at bay.  That said, the tower above is garrisoned with unnumbered horrors.  If the alarm is raised, escape will be impossible.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The group made their way down to the entrance.  With some effort, Alor forced the key into place.  The great doors swung open with a grating noise, exposing a palpable darkness that hung heavy in the stale air like a fog of soot.  The thick shadows were penetrated from beyond by sinister red lights which gave vague form to the smooth obsidian corridors. &lt;br /&gt;
&lt;br /&gt;
Once all had passed into the tower, they closed the door behind them.  &amp;quot;We can only hope it is not unusual for the doors to sound.  Do you see anything?&amp;quot; Alor whispered to the leopard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Several doors down, a goblin is standing,&amp;quot; the leopard spoke softly.  &amp;quot;It has turned to face us.  I don't think it can make us out yet, but its night eyes are almost as strong as my own.  It is coming this way.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Indeed, Alor could barely make out twin spots of crimson shining in the distance.  The dwarf felt the leopard slip from his side.  In a moment, the crimson spots disappeared from view.  No sound accompanied their departure.  Alor and the others padded quietly forward, approaching the stairway and the dungeons below.&lt;br /&gt;
&lt;br /&gt;
==[[User:Admin|Senso]]==&lt;br /&gt;
===(29 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;+@?++&amp;amp;~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wayward manager Aliz stepped quietly down the last flight of stairs into the lowest depths of the abandoned halls.  The air of the room was stale and warm.  The light of the dwarf's torch illuminated a stone pedestal, on which rested a gray book.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Tome of Suffering,&amp;quot; Aliz whispered.  In its blood-stained pages, the collected wisdom of countless outpost managers waited for his perusal.  Never again would his charges starve.  Never again would they complain for want of whiskey.  Never again would Aliz have to consult the half-baked scribblings of his uncle Toran.&lt;br /&gt;
&lt;br /&gt;
The ground shook and Aliz's ears were assailed by a deafening crash.  When the dust cleared, the entire chamber was illuminated by a sinister red glow.  In place of the far wall was a yawning pit filled with bubbling magma and flames.  From the inferno came a betusked fiend, ravening, its slavering maw belching foul vapors through which stared its cruel bulging eyes.  Its clawed hands kneaded the lardy folds of its corpulence as if it sought to make room for this latest morsel.&lt;br /&gt;
&lt;br /&gt;
Aliz was terrified.  The dwarf clutched the Tome to his chest.  The horrific beast crouched by the magma pool, muttering in a grating whisper:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will be eaten.  It will be eaten, the dwarf.  Eaten.  Eaten alive.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==[[User:md5i|md5i]]==&lt;br /&gt;
===(12 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||+++@+|&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;That ought to keep 'em out,&amp;quot; Doran said confidently, patting the granite&lt;br /&gt;
block which he had just slid into place.  Ever since the Baron had insisted&lt;br /&gt;
on mining out the gold vein in the wall, Doran had been dealing with the&lt;br /&gt;
rats.  It couldn't be helped.  Gold was gold after all, but it was just&lt;br /&gt;
Doran's luck that the miners had broken through to a large chasm not far&lt;br /&gt;
from the craftsdwarf's room.&lt;br /&gt;
&lt;br /&gt;
The dwarf laid down on his bed and began to think about the next project.  A&lt;br /&gt;
puzzlebox, perhaps, something challenging.  Just as Doran was drifting off&lt;br /&gt;
into dreams of the design, he heard a scratching on the block.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha!  Keep trying you little demons,&amp;quot; the dwarf chuckled.  The scratching&lt;br /&gt;
continued.  It was irritating, but the dwarf could block it out.  Then there&lt;br /&gt;
was a grating scrape as the block moved an inch.  The dwarf sat up and&lt;br /&gt;
stared at the wall in amazement.  Impossible, he thought.&lt;br /&gt;
&lt;br /&gt;
The block slid forward further.  Small, clawed fingers worked their way&lt;br /&gt;
around the stone until a gray, furry hand grasped one corner of the block.&lt;br /&gt;
The stone turned slightly.&lt;br /&gt;
&lt;br /&gt;
Doran seized his chisel from the nearby table and leapt toward the block,&lt;br /&gt;
stabbing downward.  The tool grazed the hand, leaving a spatter of blood on&lt;br /&gt;
the stone.  There was a shriek, and the bleeding hand disappeared into the&lt;br /&gt;
dark crack.&lt;br /&gt;
&lt;br /&gt;
The craftsdwarf pushed the block back into place and backed away, chisel in&lt;br /&gt;
hand.  After a moment, the scratching began anew.&lt;br /&gt;
===(07 Jun 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||%r%+@+|&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Leave me be, you fiend!&amp;quot;  Doran yelled, his chisel held toward the stone&lt;br /&gt;
block.  The scratching became louder and more persistent.&lt;br /&gt;
&lt;br /&gt;
Once again, the block moved, but this time no fingers poked through the&lt;br /&gt;
crack.  The beast had learned.  The slab of granite was being pushed&lt;br /&gt;
directly from behind, and it glided slowly toward Doran.  The dwarf backed&lt;br /&gt;
toward his bed.&lt;br /&gt;
&lt;br /&gt;
The block stopped sliding.  There was now enough space to allow something to&lt;br /&gt;
pass through the hole in the wall, but the block was large and Doran could&lt;br /&gt;
not see behind it.  For a long moment, nothing stirred.  The craftsdwarf&lt;br /&gt;
knelt and opened the chest by the foot of his bed, muttering.&lt;br /&gt;
&lt;br /&gt;
At once, a creature leapt from behind the block and faced Doran.  It was a&lt;br /&gt;
ratman, ravening, its long yellow incisors surrounded by froth, its&lt;br /&gt;
patchy-furred flesh stretched tight over its starved body.  The thing&lt;br /&gt;
hungered and would have Doran for its meal.&lt;br /&gt;
&lt;br /&gt;
The dwarf stood, a vial in his hand.  The ratman lunged forward and Doran&lt;br /&gt;
hurled the vial at the beast's face.  The glass shattered, and the creature&lt;br /&gt;
clutched its black protruding eyes as they steamed.  Doran rushed forward&lt;br /&gt;
and stabbed the ratman repeatedly with the chisel until it stopped moving.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pity about that.  I was going to ask Mul to do some etchings for me.&amp;quot;&lt;br /&gt;
===(15 Jul 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##===@=D####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Yes, I'm sorry, Mul, it would have been a thrilling project,&amp;quot; Doran said,&lt;br /&gt;
pausing to take another swig of whiskey.  &amp;quot;I can't believe how much trouble&lt;br /&gt;
we've been having with ratmen lately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perhaps there's a larger beast down in the chasm riling them up,&amp;quot; Mul&lt;br /&gt;
replied.  &amp;quot;Kogan's child was taken not long ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, surely something unusual is afoot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Kogan stood with his axe by the chasm bridge.  Ever since the boy&lt;br /&gt;
Aliz had been lost, the soldier had tirelessly patrolled the walkways along&lt;br /&gt;
the deepest parts of the rift, killing dozens of ratmen and a few large&lt;br /&gt;
spiders.  He would not be satisfied until the depths were devoid of life.&lt;br /&gt;
&lt;br /&gt;
A foul wind blew up from the chasm.  Kogan leaned to the side and peered&lt;br /&gt;
down over the edge of the bridge.  The impact was sudden and the dwarf was&lt;br /&gt;
knocked on his back in the middle of the bridge.  Kogan heard the sound of&lt;br /&gt;
stone being scraped without respect, and he.found himself staring into the&lt;br /&gt;
rotten eyes of a giant decaying reptile.&lt;br /&gt;
&lt;br /&gt;
==[[User:Peristarkawan|Peristarkawan]]==&lt;br /&gt;
===(16 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=@()++@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran stirred the bubbling pot of syrup.  It was ready!  &amp;quot;Pour, pour, pour!&amp;quot; the dwarf sang.  Into the molds the syrup flowed.  &amp;quot;Another batch,&amp;quot; the dwarf said, satisfied.&lt;br /&gt;
&lt;br /&gt;
Just then, he noticed somebody standing in the doorway.  &amp;quot;Ah, Glornol.  What brings you to the kitchens this early?  Come to try a sticky treat?  I have some Anvil Drops cooling now.  Just a moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Doran turned to the tray on the table when he was startled by Glornol's shouting.  &amp;quot;What is the meaning of this?  Isn't there a war on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even soldiers need sticky treats, Glornol!&amp;quot;  Doran picked up two chocolate goblins and began to speak in a high-pitched throaty voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ooo, it's Glornol!&amp;quot; the first chocolate goblin said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glornol's scared of the mean, mean goblins!&amp;quot; the second chocolate goblin observed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's eat the dwarf!  Yummies for tummies!&amp;quot; the first chocolate goblin offered.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarf might eat me instead!  Oh no!&amp;quot; the second chocolate goblin replied.  Doran held the goblin out to Glornol.&lt;br /&gt;
&lt;br /&gt;
Glornol was not amused, but he snatched the candy from Doran's hand.  &amp;quot;Hrmph,&amp;quot; he grunted, and biting the goblin's head off, he walked out of the kitchen.&lt;br /&gt;
&lt;br /&gt;
==[[User:ergot|ergot]]==&lt;br /&gt;
===(14 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;w&amp;quot;w@%&amp;quot;w&amp;quot;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran shifted from foot to foot as he looked from side to side.  Eventually the dwarf's head dropped and he clutched his beard, his wide eyes wild, staring at the dirt.  They were everywhere. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cave weevils.  Cave weevils on my crops.  My pig tails, all of my pig tails are gone.  But this season will be different, mark my words, by the Lordaxe it will.&amp;quot;  The dwarf pulled a bulky glove from his belt.  The knuckles were studded with iron.  Doran slid the glove over his hand, his mouth twisting into a cruel smile.  The farmer's eyes grew dark. &lt;br /&gt;
&lt;br /&gt;
One of the foot-long insects crawled in front of the dwarf, and he hammered it into the earth with his fist, smashing the weevil until it was well-ground.  &amp;quot;Flat.  I'll pound 'em all flat.  We might not have cloth this year, but we'll have plenty of meal.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==[[User:beefx|beefx]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;++@k@++&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul stood near the steel cage.  The brown humanoid inside sat with its hands on its knees, rocking back and forth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Clearly, the kobold was molded from stone.&amp;quot;  Zolon stroked his black beard. He then glanced at Morul, raising an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not so fast...  the yellow eyes glow.  Fire was involved.&amp;quot;  Morul was a slow thinker, but he was not easily moved.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stagis!  Bacabadabis!&amp;quot;  The kobold began to screech in its low tongue.  Zolon and Morul observed in silence until the creature quieted down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was that the wind then?&amp;quot;  Zolon asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems the interplay of the elements is nuanced in this one, even if the final realization is... lacking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morul did not disdain the beast so much that he did not feed it, now that the trapper had entrusted it into his keeping.  The philosopher had left a few pieces of old venison in the cage and the creature now lifted one and inspected it.  After a few sniffs, the kobold pitched it through the steel bars.  The dwarves watched as the meat spun through the air and landed a few yards from the cage.  When they turned back around, the kobold was inches away from them, its face pressed against the bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Augis,&amp;quot; it moaned.  &amp;quot;Augis!&amp;quot;  Louder and louder it wailed.&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul covered their ears.  &amp;quot;And this is a tempest?&amp;quot;  Zolon said facetiously.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's adjourn until the storm passes.  Perhaps we can find a meal the thing will accept.&amp;quot;  Morul turned and walked down a nearby corridor, toward the kitchen.  Zolon followed close behind.&lt;br /&gt;
&lt;br /&gt;
After they had left, the kobold stopped moaning and sat back on its haunches.  Opening its small clawed fingers, the creature smiled.  On its palm rested an iron key. &lt;br /&gt;
&lt;br /&gt;
==[[User:Shanty|Shanty]]==&lt;br /&gt;
===(30 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@+U@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar spun again and again, staring into the darkness.  The scraping had begun all at once and it seemed to come from every direction.  Nothing could be seen beyond the limit of the flickering torchlight.&lt;br /&gt;
&lt;br /&gt;
There!  A shadow moved slowly out of the darkness.  It had the stature of a dwarf, but Rogar knew the outpost had been abandoned for decades.  After a moment, the warrior could see clearly.  The shuffling thing had no flesh.  The bones of its feet clacked and slid across the stones.  The dead were walking in this place.&lt;br /&gt;
&lt;br /&gt;
There were more, many more.  Rogar was completely surrounded.  He held up his sword and turned from threat to threat.  The dwarves were unarmed, with tatters of cloth hanging over their skeletal remains. Bits of beard were still visible stuck around their garments and their skulls.  The dead stopped short of Rogar's weapon and stood completely motionless.  There was no way the warrior could pass without forcing his way through.&lt;br /&gt;
&lt;br /&gt;
The skeleton he had seen first raised its bony hand slowly, curling all of its fingers save one into its palm.  Its index finger pointed toward Rogar.  From somewhere within its skull, it emitted a long, low moan which ended in a hiss and faded into silence.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bott Maggot|Bott Maggot]]==&lt;br /&gt;
===(03 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+&amp;amp;=o=@+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You've come, Kogan.  The Lordaxe.  It is said you have a mighty constitution, but can you hold your own at my table?&amp;quot;  The demon slammed the great flagon down on to the center of the table.  A few dark drops splattered on the stone and smouldered. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can take whatever you offer, fiend, and I'll count you a poor host if that brew there on the table doesn't move me half as much as the whiskey of my homeland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, your homeland.  It will make a fine gateway to the Underworld someday.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wish I could say the dwarves would enjoy making a mine of this palace, but alas, your halls reek of filth.  It would be difficult to persuade them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Less talk, more drink.  You call yourself a dwarf?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Without another word, Kogan seized the flagon with his scarred fist.  He could feel the infernal heat emanating from the brew, and the smell was appalling.  Even so, he hefted the drink to his open mouth and downed it completely, setting the empty flagon on the table in triumph. &lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:SupSuper|SupSuper]]==&lt;br /&gt;
===(19 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+R@%+@+%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hya!  Hya!&amp;quot;  Kogan screamed as he careened around the corner astride Lomrin.  He had acquired the giant rat from the dungeon master for a vial of liquid fire.  It had been a barrel of laughs, especially after a mug or three. &lt;br /&gt;
&lt;br /&gt;
As they passed the foodpile, Lomrin stopped suddenly to inspect a large plump helmet biscuit.  Kogan flew over the rat's ears and landed on his beard, sliding to a stop at a pair of black leather boots.  Kogan waited a moment for his head to clear, and then he rolled back on his bottom and stared up at the face of Mul.  It had to be Mul. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;On a bender again, are we Kogan?&amp;quot;  Mul admonished.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We?  I swear I haven't given Lomrin a drop!&amp;quot;  Kogan said indignantly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wouldn't be so sure...&amp;quot;  Mul said, indicating the food stockpile with a nod of his head. &lt;br /&gt;
&lt;br /&gt;
Kogan turned his head.  Lomrin had pried the lid off of a whisky barrel.  Only her rear legs and tail were now visible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She takes after her uncle Kogan!&amp;quot;  Kogan beamed proudly.  Mul knocked him down to the ground with a push from his foot.&lt;br /&gt;
&lt;br /&gt;
==[[User:Trukkle|Trukkle]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%%@##B#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;There it goes!&amp;quot; Doran hollered as the bit of plump helmet sailed out into the darkness.  The mason had been at the whiskey all morning, and now he was dangling his legs over the chasm with his lunch, throwing mushroom pieces to the gray fliers.  One of the bats sailed silently into view and snatched the food as it fell. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A bat's a bat, and bats like mushrooms!&amp;quot; Doran slurred as he took another swig from the flagon.  &amp;quot;Let's try something a little larger.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf ripped the cap from one of his plump helmets and tossed it out into the abyss.  It dropped out of view, without any sign of the fliers.  Doran pouted. &lt;br /&gt;
&lt;br /&gt;
Suddenly, a great shape flew up from the chasm, right by Doran's face, blowing the braids of his beard back over his shoulders.  It looked like a gray flier, but many, many times larger, as large as one of the brown bears out in the forest.  He watched as it disappeared off above into the distance. &lt;br /&gt;
&lt;br /&gt;
Doran looked down at his lunch.  &amp;quot;I...  I guess I'll finish the rest myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Stories]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=336</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=336"/>
		<updated>2007-11-12T08:57:21Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* We are doing this! Let us do it right. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. Now only 6 rules to go. (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [http://en.wikipedia.org/wiki/Nomic nomic] instincts)&lt;br /&gt;
&lt;br /&gt;
* '''B'''lood line games: Any game, or story, relating to a [[:Category:Bloodline Games|bloodline games]]. (succession) game should use the special Bloodline:article_name namespace. This has been especially created for all you bloodline fans to scribble onwards without tying up articles in the main namespace. &lt;br /&gt;
&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.&lt;br /&gt;
&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned.&lt;br /&gt;
&lt;br /&gt;
* '''E'''dit If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Be bold, feel free to make changes. If you think an article needs a major rewrite, you can use your personal page or the discussion (talk) page to post edits or suggestions.&lt;br /&gt;
&lt;br /&gt;
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Do not create one-liner pages without links (unless its a stub). Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.&lt;br /&gt;
&lt;br /&gt;
* '''G'''old. Always mine it, never let it leave your sight, sing songs about it whenever possible.&lt;br /&gt;
&lt;br /&gt;
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum, consider a list or a table if you have many repetitive facts.&lt;br /&gt;
&lt;br /&gt;
* '''I'''mages: Images and screenshots should use the default [[tilesets]] for clarity. Small diagrams should be constructed with [[Template:RT]], for easy editing, and to save on space. Exceptions are pages ''about'' tilesets and story pages like [[:Category:Bloodline Games|bloodline games]]. Images should always be in .png format. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided.&lt;br /&gt;
&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article, your hard work is not lost. Post up suggestions on the discussion page and talk about the issue. All versions are stored in the history, so theres always the chance your material can be reused or merged with existing content.&lt;br /&gt;
&lt;br /&gt;
* '''K'''eys: Special to this wiki; Key commands from the game should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax &amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
* '''L'''osing: is FUN! If something made you lose, include information about it. Others may want to try it out, or you may help someone avoid flooding their masterpiece fortress.&lt;br /&gt;
&lt;br /&gt;
* '''M'''ore: More people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. It has loads of good information, that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. The exceptions to these rules are for terms that are always plural and for proper nouns. Getting the wrong naming means extra redirects. Screw pump is ''not the same'' as Screw Pump.&lt;br /&gt;
&lt;br /&gt;
* '''O''': ?&lt;br /&gt;
&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:DoubleRedirects|Double redirects]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stub|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.&lt;br /&gt;
&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.&lt;br /&gt;
&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''. &lt;br /&gt;
&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now{{version|0.27.169.33a}}&amp;quot; using the &amp;lt;nowiki&amp;gt;version template, {{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* '''U'''ser pages: Introduce your self, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page (and they'll get notified next time they login). However, keep this place civilized; avoid flamewars, personal attacks and insults.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''V''': ?&lt;br /&gt;
&lt;br /&gt;
* '''W''': ?&lt;br /&gt;
&lt;br /&gt;
* '''X''': ?&lt;br /&gt;
&lt;br /&gt;
* '''Y''': ?&lt;br /&gt;
&lt;br /&gt;
* '''Z''': ?&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Enforcing consistency in screenshots? ==&lt;br /&gt;
&lt;br /&gt;
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
::::The rule as written already exempts bloodline games.  The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How about this?&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;depth of 7&amp;quot; works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; &amp;quot;a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3&amp;quot;. --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC the &amp;lt;ref&amp;gt; system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rule discussion == &lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.&lt;br /&gt;
&lt;br /&gt;
:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== B and E ===&lt;br /&gt;
&lt;br /&gt;
How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, the Alphabet rule does describe them as rules.  But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They will simply be replaced by &amp;quot;real&amp;quot; rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think of them more as &amp;quot;guidelines&amp;quot; ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me&lt;br /&gt;
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5850</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5850"/>
		<updated>2007-11-12T08:23:03Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin thieves may arrive and attempt to kidnap any children they come across. They are quite stealthy (better than kobolds, anyway) and can get well into your fortress before being discovered. After a few attempts goblin master thieves will start showing up – besides being generally more competent, these can also evade traps. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding beak dogs as cavalry.&lt;br /&gt;
&lt;br /&gt;
Currently their sieges are bugged, so they seem to enjoy lurking around on the edge of the map instead of actually attacking.&lt;br /&gt;
== Living among them ==&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart.  If you take on this challenge, be careful in choosing a starting position; if your wagon starts inside the stronghold, your dwarves will come to a brief and bloody end.  Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If starting in a goblin fort you should definetly ditch your anvil if you have a soil level you can probably get by bringing less food and less booze thus allowing you to bring lots of dogs, a large enough pack of dogs should be able to at least allow you to survive long enough to escape the fort and start buildign your own any which survive will also provide you with a nice source of meat. &lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This article needs to be expanded. Please add appropriate information.}}&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Fall_crops&amp;diff=25360</id>
		<title>Category talk:Fall crops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Fall_crops&amp;diff=25360"/>
		<updated>2007-11-11T20:07:01Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: New page: The game refers to it as autumn, so shouldn't we do the same?--~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game refers to it as autumn, so shouldn't we do the same?--[[User:Trukkle|Trukkle]] 15:07, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8893</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8893"/>
		<updated>2007-11-11T19:51:09Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* foreman.exe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications (that were not written by Bay12Games) developed for Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Current tools ('''v0.27.169.33a'''):&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://kisskapsel.se/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://kisskapsel.se/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://kisskapsel.se/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== foreman.exe ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/] &amp;amp;nbsp; Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again.&lt;br /&gt;
&lt;br /&gt;
It is not recommended that you change the jobs of visiting merchants or outpose liasons, though it is ''highly'' recommended if you hate lazy dwarven children, because you can force them to plant seeds and gather plants by turning on '''farming(fields)''' and '''plant gathering'''.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=enable_magma_buildings_33a.zip enable_magma_buildings_33a.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
there is a magma pool or pipe on your map that does not reach the surface.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the patch every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport20.zip teleport20.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.0 for DF 33a.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=16196</id>
		<title>40d:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=16196"/>
		<updated>2007-11-05T21:44:49Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Barrels, bins and bags */ Bins are not wizard hats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Containers are, typically enough, boxes (or barrels, or bins, or even bags) made out of a solid material and are used to hold everything from personal possessions, to gems, to [[alcohol|beer]], to quarry bush leaves [25], and even living creatures. Their use is context-sensitive, so you cannot use your barrels for storing coins.&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins and bags ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel|Barrels]] are (usually) wooden containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used primarily for [[alcohol|flammable, unstable and volatile liquids]], 2nd-stage cooking items (read: dwarven syryp and quarry bush leaves), unlucky stacks of =longland beer biscuits[8]=, and so on. They are also found to have been used for seed disposal, with some barrels being occupied by bags filled with [[Plump_Helmet|plump helmet spawn]], [[Quarry_Bush|rock nuts]] and so on.&lt;br /&gt;
&lt;br /&gt;
Bins are, esentially, smaller barrels (although these can be made of [[metal]]) for everything that doesn't want barrels. They are sent to all the other stockpiles (with exclusion to the refuse and graveyard piles) and will hold much larger stacks of items, making organising those endless piles of +giant cave spider silk cloth+ much more easier to manage.&lt;br /&gt;
&lt;br /&gt;
Bags are some of the most widely-used containers in dwarf fortress, due to their use as both seed preservation and [[Glass_Furnace|sand collection]]. These are only made from plant fiber or animal (silk) cloth, leather, or [[adamantine]]. These are also the only stockpile containers that can be used as a stationary container, if you want one for that sort of thing.&lt;br /&gt;
&lt;br /&gt;
== Cabinets and coffers ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items in your fortress, and are useful if you don't want your fortress drowning in [[Clothing|dumped]] [[Coins|items]].  These are only used as containers after you {{k|b}}uild them under shelter.  As long as a nearby bed/table/chair/armour rack/etc has been {{k|q}}uery - {{k|r}}oom - {{k|a}}ssigned to a dwarf, they will store their clothing items in the cabinet and all the other items (including coins) into the coffer.&lt;br /&gt;
&lt;br /&gt;
A [[wood]]en coffer is called a chest, and a glass coffer is called a box, but they are used for the same purpose.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2117</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2117"/>
		<updated>2007-11-04T19:07:04Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: /* Building the farm room(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with lots of [[shrubs]], [[animals]] or rivers, [[hunting]], [[plant gathering]] and [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress.  Farming is a highly efficient, reliable, renewable and scalable source of food. [[Plants]] grown on farms are also excellent for [[brewing]] [[alcohol]], and may have other uses. &lt;br /&gt;
&lt;br /&gt;
For underground farms, you also need to set up an [[irrigation]] scheme to deposit mud on rock, or find some soft arable [[soil]].  The starting [[seed]]s your dwarves may bring with them can only be planted underground.  In the outdoors, only seeds from outdoor [[shrub]]s can be planted.&lt;br /&gt;
&lt;br /&gt;
== Building the farm room(s) ==&lt;br /&gt;
&lt;br /&gt;
You cannot plant seeds on a bare rock floor; only on mud, soil, clay, peat or sand. You can get mud by using an [[irrigation]] system, but dirt and sand are available in great quantity outside the fortress (on non-mountainous maps).&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{K|b}}uild menu and place farm {{K|p}}lots ({{K|p}}). Use {{K|u}} and {{K|k}} to increase the size of the plot, and {{K|m}} and {{K|h}} to decrease it. When the plot is the right size in the right position, pressing {{K|Enter}} will place it. Your grower(s) will now rush in  and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot will provide enough food to bring you through your first winter, and even smaller fields are sufficient if you stretch out the food by [[brewing]]. If there's still rubble in the room, leave a little extra space, otherwise the farmers tend to stack the boulders under your farm room doors and cause them to get stuck ajar, which can lead to flooding if you're not careful. You can also avoid putting doors right next to the farm.&lt;br /&gt;
&lt;br /&gt;
Digging out larger farm rooms than you need can be useful in other ways as well: muddied areas can spontaneously produce [[tower-cap]]s (a source of wood), spider webs (a source of [[silk]]), and [[shrubs]] of the same type as your [[crops]].&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{K|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so, you have to designate a crop for ''each'' season. You can designate each season ahead of time by using {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} from the plot selection screen. You do not have to plant the same thing each season, and some plants are only available during certain seasons.&lt;br /&gt;
&lt;br /&gt;
Early on, you should focus your production on edible shrubs.  [[Plump helmet]]s, [[quarry bush]]es, [[cave wheat]] and [[sweet pod]]s can only be planted underground, and [[pig tail]]s and [[dimple cup]]s produce cloth and dye respectively, but pig tails may be brewed and then cooked for food.&lt;br /&gt;
&lt;br /&gt;
Outside farm plots can't grow cave crops, and since you can't bring outdoor seeds with you, designate a dwarf with [[Herbalism]] to gather plants outside until you get some suitable plants and brew them to get the seeds.  Make sure the outside farm plot is designated in the same [[biome]] as where the plants were gathered.  One will not be able to plant outside crops on an area of [[loam]] soil, for example. &lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing, you may select {{K|z}} &amp;quot;fallow&amp;quot; from the farm plot menu. If you possess [[potash]], you may fertilize the field to increase yield.&lt;br /&gt;
&lt;br /&gt;
Depending on the [[Grower]] [[skill]] of the farmer who planted it and whether the plot was fertilized, a crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work one one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and somehow squeeze it all into a single barrel.&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{K|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{K|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{K|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Skills#Growing|Farmers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11749</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11749"/>
		<updated>2007-11-04T00:28:28Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: foreman.exe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== foreman.exe ==&lt;br /&gt;
&lt;br /&gt;
Crap, can't finish this, or even format it properly because my connection is flaking out when I try to submit to the wiki.--[[User:Trukkle|Trukkle]] 20:28, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8884</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8884"/>
		<updated>2007-11-04T00:24:53Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications (that were not written by Bay12Games) developed for Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Current tools ('''v0.27.169.33a'''):&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3082reveal.zip Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
== foreman.exe ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/] &amp;amp;nbsp; Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} be replaced with {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8244</id>
		<title>40d Talk:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8244"/>
		<updated>2007-11-03T14:23:55Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that [[Economic stone]] lists economic + metal ores, my edit to the stone page&lt;br /&gt;
divides it as the stockpiles do. -- infinity&lt;br /&gt;
&lt;br /&gt;
Is there any kind of stone that isn't mineable?  If not, then I don't think that &amp;quot;Mineable Stone&amp;quot; makes sense as a section header. --[[User:Peristarkawan|Peristarkawan]] 13:36, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Good point, I think I was trying to separate that from &amp;quot;soil&amp;quot; and other things that don't leave behind anything ... I shouldn't edit so early in the morning.  --[[User:Infinity|Infinity]] 20:45, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now all we need is graphical representations! [[User:Schm0|Schm0]] 16:24, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What about ICE BLOCKS? those count as stones for some purposes. --[[User:Thehunterunseen|Thehunterunseen]] 19:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't been able to get my dorfs to do anything with ice blocks yet.  Haven't managed them to go down (or up) the stairs into the frozen river I had anyway, so... (I was explicitly trying NOT to mine out the side of it)--[[User:Draco18s|Draco18s]] 00:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shouldn't raw adamantine be under metal ore as opposed to &amp;quot;other stone&amp;quot;? --[[User:RedKing|RedKing]] 00:43, 2 November 2007 (EDT)&lt;br /&gt;
:It's probably due to where it's grouped in the raws. --[[User:Alfador|Alfador]] 14:40, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why are we listing [[platinum nuggets]] instead of [[native platinum]], when talking about it in it's unmined state? --[[User:Trukkle|Trukkle]] 10:23, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8243</id>
		<title>40d Talk:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8243"/>
		<updated>2007-11-03T14:23:23Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that [[Economic stone]] lists economic + metal ores, my edit to the stone page&lt;br /&gt;
divides it as the stockpiles do. -- infinity&lt;br /&gt;
&lt;br /&gt;
Is there any kind of stone that isn't mineable?  If not, then I don't think that &amp;quot;Mineable Stone&amp;quot; makes sense as a section header. --[[User:Peristarkawan|Peristarkawan]] 13:36, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Good point, I think I was trying to separate that from &amp;quot;soil&amp;quot; and other things that don't leave behind anything ... I shouldn't edit so early in the morning.  --[[User:Infinity|Infinity]] 20:45, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now all we need is graphical representations! [[User:Schm0|Schm0]] 16:24, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What about ICE BLOCKS? those count as stones for some purposes. --[[User:Thehunterunseen|Thehunterunseen]] 19:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't been able to get my dorfs to do anything with ice blocks yet.  Haven't managed them to go down (or up) the stairs into the frozen river I had anyway, so... (I was explicitly trying NOT to mine out the side of it)--[[User:Draco18s|Draco18s]] 00:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shouldn't raw adamantine be under metal ore as opposed to &amp;quot;other stone&amp;quot;? --[[User:RedKing|RedKing]] 00:43, 2 November 2007 (EDT)&lt;br /&gt;
:It's probably due to where it's grouped in the raws. --[[User:Alfador|Alfador]] 14:40, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why are we listing [[platinum nuggets]] instead of [[native platinum]], when talking about it in it's unmined state?&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13076</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13076"/>
		<updated>2007-11-03T14:09:19Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: Making it make sence, and some spelling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows 98 or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20MBs, but savegames and screenshots (if you take them) use considerable amounts of harddisk space.&lt;br /&gt;
&lt;br /&gt;
128MB RAM: Not much to say here, if you have the other requirements, you definately have this.&lt;br /&gt;
 &lt;br /&gt;
3.0 GHz processor recomended: The more units there are, the harder your computer needs to work. Generally DF stirs every bit of juice out of your processor it gets, but you can play it with P3 766MHz&lt;br /&gt;
&lt;br /&gt;
===Dual Core Machines===&lt;br /&gt;
&lt;br /&gt;
Open Task Manager and set everything to Core0, set DF to Core1.  You now have an entire core dedicated to running DF and you should eek out a slightly better performance.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3565</id>
		<title>40d:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3565"/>
		<updated>2007-11-03T03:35:18Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crops''' are plants that may be grown at [[Farming|farm plots]].  There are two types of crops: above ground and subterranean.  The [[seed|seeds]] of subterranean crops may be brought from the starting screen or purchased from the dwarf traders.  Above ground crops may be gathered by dwarves with the [[plant gathering]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
Extraction from plants uses the legend:&lt;br /&gt;
&lt;br /&gt;
* P - Process&lt;br /&gt;
* B - Process to Barrel&lt;br /&gt;
* b - Process to Bag&lt;br /&gt;
* V - Process to Vial&lt;br /&gt;
* M - Milling  (requires a bag)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Growing Seasons&lt;br /&gt;
! Habitat&lt;br /&gt;
! Brewable&lt;br /&gt;
! Cookable&lt;br /&gt;
! Edible Raw&lt;br /&gt;
! Extracts&lt;br /&gt;
|-&lt;br /&gt;
! [[Plump helmet]]&lt;br /&gt;
| All Seasons || Subterranean || Dwarven wine || Yes || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
! [[Pig tail]]&lt;br /&gt;
| Summer and Fall || Subterranean || Dwarven ale || No || No || Pig tail thread (P)&lt;br /&gt;
|-&lt;br /&gt;
! [[Cave wheat]]&lt;br /&gt;
| Summer and Fall || Subterranean || Dwarven beer || Milled || No || Dwarven wheat flour (M)&lt;br /&gt;
|-&lt;br /&gt;
! [[Sweet pod]]&lt;br /&gt;
| Spring and Summer || Subterranean || Dwarven rum || Milled || No || Dwarven syrup (B), Dwarven sugar (M)&lt;br /&gt;
|-&lt;br /&gt;
! [[Quarry bush]]&lt;br /&gt;
| Spring, Summer and Fall || Subterranean || No || Processed || No || Quarry bush leaves (b)&lt;br /&gt;
|-&lt;br /&gt;
! [[Dimple cup]]&lt;br /&gt;
| All Seasons || Subterranean || No || No || No || Dimple dye (M)&lt;br /&gt;
|-&lt;br /&gt;
! [[Muck root]]&lt;br /&gt;
| All Seasons || Wetland (Wet) || Swamp whiskey || Yes || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloated tuber]]&lt;br /&gt;
| All Seasons || Wetland (Dry) || Tuber beer || Yes || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
! [[Kobold bulb]]&lt;br /&gt;
| All Seasons || Wetland (Wet) || No || No || No || Gnome blight (V)&lt;br /&gt;
|-&lt;br /&gt;
! [[Prickle berries]]&lt;br /&gt;
| All Seasons || Not Freezing (Dry) || Prickle berry wine || Yes || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
! [[Wild strawberries]]&lt;br /&gt;
| All Seasons || Not Freezing (Dry) || Strawberry wine || Yes || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
! [[Longland grass]]&lt;br /&gt;
| All Seasons || Not Freezing (Dry) || Longland beer || Milled || No || Longland flour (M)&lt;br /&gt;
|-&lt;br /&gt;
! [[Valley herb]]&lt;br /&gt;
| Spring || Temperate Grassland (Dry) || No || Yes || No || Golden salve (V)&lt;br /&gt;
|-&lt;br /&gt;
! [[Rat weed]]&lt;br /&gt;
| All Seasons || Not Freezing (Wet) || Sewer brew || Yes || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
! [[Fisher berries]]&lt;br /&gt;
| All Seasons || Not Freezing (Wet) || Fisher berry wine || Yes || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
! [[Rope reed]]&lt;br /&gt;
| All Seasons || Not Freezing (Wet) || River spirits || No || No || Rope reed thread (P)&lt;br /&gt;
|-&lt;br /&gt;
! [[Blade weed]]&lt;br /&gt;
| All Seasons || Not Freezing (Dry) || No || No || No || Emerald dye (M)&lt;br /&gt;
|-&lt;br /&gt;
! [[Hide root]]&lt;br /&gt;
| All Seasons || Not Freezing (Dry) || No || No || No || Redroot dye (M)&lt;br /&gt;
|-&lt;br /&gt;
! [[Sliver barb]]&lt;br /&gt;
| All Seasons || Not Freezing (Dry) (Evil) || Gutter cruor || No || No || Sliver dye (M)&lt;br /&gt;
|-&lt;br /&gt;
! [[Sun berries]]&lt;br /&gt;
| All Seasons || Not Freezing (Wet) (Good) || Sunshine || Yes || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
! [[Whip vine]]&lt;br /&gt;
| All Seasons || Not Freezing (Dry) (Savage) || Whip wine || Milled || No || Whip vine flour (M)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Enormous_corkscrew&amp;diff=6418</id>
		<title>40d:Enormous corkscrew</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Enormous_corkscrew&amp;diff=6418"/>
		<updated>2007-11-03T01:14:53Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enormous corkscrews can be used as components in [[Trap]]s as well as [[Screw pump]]s.&lt;br /&gt;
They are created out of wood at the [[Carpenter|Carpenter's workshop]] or out of metal at a [[Metalsmith's forge|forge]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smelter&amp;diff=5662</id>
		<title>40d:Smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smelter&amp;diff=5662"/>
		<updated>2007-11-01T01:46:35Z</updated>

		<summary type="html">&lt;p&gt;Trukkle: Noting coke bug. Should this go on the ores page instead?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This entry is for the conventional smelter, for use in [[smelting]].&lt;br /&gt;
&lt;br /&gt;
A building used to process [[ore]] into more useful [[bar|bars]].  There is also a [[Magma Smelter|magma]] version of this building.&lt;br /&gt;
&lt;br /&gt;
Requires one piece of raw rock to construct.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal and Lignite are smelted to produce Coke, but a known bug causes only 1 coke to be produced instead of 3 and 2 respectively.&lt;/div&gt;</summary>
		<author><name>Trukkle</name></author>
	</entry>
</feed>